/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-#include <iostream>
-#include <algorithm>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/actors/actor-devel.h>
-#include <dali/devel-api/object/handle-devel.h>
#include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/devel-api/animation/animation-devel.h>
+#include <dali/devel-api/animation/key-frames-devel.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <algorithm>
+#include <iostream>
using std::max;
using namespace Dali;
namespace
{
-
static const float ROTATION_EPSILON = 0.0001f;
-static const float VECTOR4_EPSILON = 0.0001f;
+static const float VECTOR4_EPSILON = 0.0001f;
+static const float VECTOR3_EPSILON = 0.0001f;
// Functor to test whether a Finish signal is emitted
struct AnimationFinishCheck
void CheckSignalReceived()
{
- if (!mSignalReceived)
+ if(!mSignalReceived)
{
tet_printf("Expected Finish signal was not received\n");
tet_result(TET_FAIL);
void CheckSignalNotReceived()
{
- if (mSignalReceived)
+ if(mSignalReceived)
{
tet_printf("Unexpected Finish signal was received\n");
tet_result(TET_FAIL);
bool& mSignalReceived; // owned by individual tests
};
-} // anon namespace
+// Functor to test whether a Progress signal is emitted
+struct AnimationProgressCheck
+{
+ AnimationProgressCheck(bool& signalReceived, std::string name = " ")
+ : mSignalReceived(signalReceived),
+ mName(name)
+ {
+ }
+
+ void operator()(Animation& animation)
+ {
+ mSignalReceived = true;
+ }
+
+ void Reset()
+ {
+ mSignalReceived = false;
+ }
+
+ void CheckSignalReceived()
+ {
+ if(!mSignalReceived)
+ {
+ tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str());
+ tet_result(TET_FAIL);
+ }
+ else
+ {
+ tet_result(TET_PASS);
+ }
+ }
+
+ void CheckSignalNotReceived()
+ {
+ if(mSignalReceived)
+ {
+ tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str());
+ tet_result(TET_FAIL);
+ }
+ else
+ {
+ tet_result(TET_PASS);
+ }
+ }
+
+ bool& mSignalReceived; // owned by individual tests
+ std::string mName;
+};
+
+} // namespace
int UtcDaliAnimationConstructorP(void)
{
Animation animation;
- DALI_TEST_CHECK( !animation );
+ DALI_TEST_CHECK(!animation);
END_TEST;
}
{
TestApplication application;
- Animation animation = Animation::New( 1.0f );
+ Animation animation = Animation::New(1.0f);
DALI_TEST_CHECK(animation);
END_TEST;
{
TestApplication application;
- Animation animation = Animation::New( -1.0f );
+ Animation animation = Animation::New(-1.0f);
DALI_TEST_CHECK(animation);
DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
tet_infoline("Testing Dali::Animation::DownCast()");
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
BaseHandle object(animation);
Animation animation2 = Animation::DownCast(object);
DALI_TEST_CHECK(animation2);
- Animation animation3 = DownCast< Animation >(object);
+ Animation animation3 = DownCast<Animation>(object);
DALI_TEST_CHECK(animation3);
END_TEST;
}
BaseHandle unInitializedObject;
- Animation animation1 = Animation::DownCast( unInitializedObject );
- DALI_TEST_CHECK( !animation1 );
+ Animation animation1 = Animation::DownCast(unInitializedObject);
+ DALI_TEST_CHECK(!animation1);
- Animation animation2 = DownCast< Animation >( unInitializedObject );
- DALI_TEST_CHECK( !animation2 );
+ Animation animation2 = DownCast<Animation>(unInitializedObject);
+ DALI_TEST_CHECK(!animation2);
END_TEST;
}
TestApplication application;
// Initialize an object, ref count == 1
- Animation animation = Animation::New( 1.0f );
+ Animation animation = Animation::New(1.0f);
- Animation copy( animation );
- DALI_TEST_CHECK( copy );
+ Animation copy(animation);
+ DALI_TEST_CHECK(copy);
- DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
+ DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
END_TEST;
}
{
TestApplication application;
- Animation animation = Animation::New( 1.0f );
+ Animation animation = Animation::New(1.0f);
Animation copy = animation;
- DALI_TEST_CHECK( copy );
+ DALI_TEST_CHECK(copy);
+
+ DALI_TEST_CHECK(animation == copy);
+
+ DALI_TEST_CHECK(copy.GetDuration() == animation.GetDuration());
+ END_TEST;
+}
+
+int UtcDaliAnimationMoveConstructor(void)
+{
+ TestApplication application;
+
+ //Animation
+
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation);
+ DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
+
+ Animation movedAnimation = std::move(animation);
+ DALI_TEST_CHECK(movedAnimation);
+ DALI_TEST_EQUALS(1, movedAnimation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1.0f, movedAnimation.GetDuration(), 0.001f, TEST_LOCATION);
+ DALI_TEST_CHECK(!animation);
+
+ // KeyFrames
+
+ KeyFrames keyframes = KeyFrames::New();
+ DALI_TEST_CHECK(keyframes);
+ DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
+
+ keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+ keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+ DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
+
+ KeyFrames movedKeyFrames = std::move(keyframes);
+ DALI_TEST_CHECK(movedKeyFrames);
+ DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+ DALI_TEST_CHECK(!keyframes);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationMoveAssignment(void)
+{
+ TestApplication application;
+
+ // Animation
+
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation);
+ DALI_TEST_EQUALS(1, animation.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1.0f, animation.GetDuration(), 0.001f, TEST_LOCATION);
+
+ Animation move;
+ move = std::move(animation);
+ DALI_TEST_CHECK(move);
+ DALI_TEST_EQUALS(1, move.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1.0f, move.GetDuration(), 0.001f, TEST_LOCATION);
+ DALI_TEST_CHECK(!animation);
+
+ // KeyFrames
- DALI_TEST_CHECK( animation == copy );
+ KeyFrames keyframes = KeyFrames::New();
+ DALI_TEST_CHECK(keyframes);
+ DALI_TEST_EQUALS(1, keyframes.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Property::Type::NONE, keyframes.GetType(), TEST_LOCATION);
+
+ keyframes.Add(0.0f, Vector3(0.0f, 0.0f, 0.0f));
+ keyframes.Add(1.0f, Vector3(100.0f, 100.0f, 100.0f));
+ DALI_TEST_EQUALS(Property::Type::VECTOR3, keyframes.GetType(), TEST_LOCATION);
+
+ KeyFrames movedKeyFrames;
+ movedKeyFrames = std::move(keyframes);
+ DALI_TEST_CHECK(movedKeyFrames);
+ DALI_TEST_EQUALS(1, movedKeyFrames.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Property::Type::VECTOR3, movedKeyFrames.GetType(), TEST_LOCATION);
+ DALI_TEST_CHECK(!keyframes);
- DALI_TEST_CHECK( copy.GetDuration() == animation.GetDuration() );
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(2u/*just beyond the animation duration*/);
+ application.Render(2u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Restart the animation, with a different duration
finishCheck.Reset();
- actor.SetPosition(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
durationSeconds = 3.5f;
animation.SetDuration(durationSeconds);
DALI_TEST_EQUALS(animation.GetDuration(), durationSeconds, TEST_LOCATION);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) - 1u/*just less than the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(2u/*just beyond the animation duration*/);
+ application.Render(2u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Animation animation = Animation::New( 1.0f );
- DALI_TEST_EQUALS( animation.GetDuration(), 1.0f, TEST_LOCATION );
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_EQUALS(animation.GetDuration(), 1.0f, TEST_LOCATION);
- animation.SetDuration( -1.0f );
- DALI_TEST_EQUALS( animation.GetDuration(), 0.0f, TEST_LOCATION );
+ animation.SetDuration(-1.0f);
+ DALI_TEST_EQUALS(animation.GetDuration(), 0.0f, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// Loop 5 times
float intervalSeconds = 0.25f;
- float progress = 0.0f;
- for (int iterations = 0; iterations < 5;)
+ float progress = 0.0f;
+ for(int iterations = 0; iterations < 5;)
{
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
progress += intervalSeconds;
- DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
- if (progress >= 1.0f)
+ if(progress >= 1.0f)
{
progress = progress - 1.0f;
++iterations;
DALI_TEST_CHECK(!animation.IsLooping());
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// Loop
float intervalSeconds = 3.0f;
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.Render(0);
application.SendNotification();
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
finishCheck.Reset();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
//
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
// Start the animation
animation.SetLoopCount(3);
DALI_TEST_CHECK(animation.IsLooping());
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
float intervalSeconds = 3.0f;
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
application.SendNotification();
animation.SetLooping(true);
DALI_TEST_CHECK(animation.IsLooping());
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
application.SendNotification();
finishCheck.CheckSignalNotReceived();
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
animation.SetLooping(true);
DALI_TEST_CHECK(animation.IsLooping());
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_CHECK(animation.IsLooping());
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived(); // we never hit play
finishCheck.Reset();
-
END_TEST;
}
// switching between forever and loop count
//
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
float intervalSeconds = 3.0f;
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.SetLooping(true);
DALI_TEST_CHECK(animation.IsLooping());
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_CHECK(animation.IsLooping());
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived(); // we never hit play
finishCheck.Reset();
-
END_TEST;
}
// ..and play again
//
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Bake);
+ animation.SetEndAction(Animation::BAKE);
float intervalSeconds = 3.0f;
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f));
finishCheck.Reset();
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
DALI_TEST_CHECK(1 == animation.GetLoopCount());
// Loop
float intervalSeconds = 3.0f;
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.Render(0);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
animation.SetLoopCount(0);
END_TEST;
}
-
int UtcDaliAnimationGetCurrentLoopP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
DALI_TEST_CHECK(0 == animation.GetCurrentLoop());
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// Loop
float intervalSeconds = 3.0f;
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_CHECK(2 == animation.GetCurrentLoop());
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalReceived();
finishCheck.Reset();
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_CHECK(3 == animation.GetCurrentLoop());
END_TEST;
}
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetEndActionN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Go back to the start
- actor.SetPosition(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Test BakeFinal, animate again, for half the duration
finishCheck.Reset();
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ animation.SetEndAction(Animation::BAKE_FINAL);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f) /*half of the animation duration*/);
// Stop the animation early
animation.Stop();
// We did NOT expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition * 0.5f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), VECTOR4_EPSILON, TEST_LOCATION);
// The position should be same with target position in the next frame
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Go back to the start
- actor.SetPosition(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// The position should be discarded in the next frame
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3::ZERO /*discarded*/, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector3::ZERO, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ animation.SetEndAction(Animation::BAKE_FINAL);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
END_TEST;
}
int UtcDaliAnimationSetDisconnectActionP(void)
{
- TestApplication application;
- Stage stage( Stage::GetCurrent() );
+ TestApplication application;
+ Integration::Scene stage(application.GetScene());
// Default: BakeFinal
{
stage.Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
actor.Unparent();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
}
// Bake
stage.Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Bake );
+ animation.SetDisconnectAction(Animation::BAKE);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
actor.Unparent();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition * 0.5f, TEST_LOCATION);
}
// Discard
stage.Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
+ animation.SetDisconnectAction(Animation::DISCARD);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
actor.Unparent();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
}
// Don't play the animation: disconnect action should not be applied
stage.Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0.5f*1000.0f)/*Only half the animation*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
actor.Unparent();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
}
END_TEST;
int UtcDaliAnimationGetDisconnectActionP(void)
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+ Animation animation = Animation::New(1.0f);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL); // default!
- animation.SetDisconnectAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+ animation.SetDisconnectAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::DISCARD);
- animation.SetDisconnectAction(Animation::Bake);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+ animation.SetDisconnectAction(Animation::BAKE);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE);
END_TEST;
}
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
+ Animation animation = Animation::New(1.0f);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN);
{
TestApplication application;
- Animation animation = Animation::New(1.0f);
- AlphaFunction func = animation.GetDefaultAlphaFunction();
+ Animation animation = Animation::New(1.0f);
+ AlphaFunction func = animation.GetDefaultAlphaFunction();
// Test that the default is linear
DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION);
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
Animation animation = Animation::New(0.0f);
float durationSeconds(1.0f);
animation.SetDuration(durationSeconds);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation from 40% progress
- animation.SetCurrentProgress( 0.4f );
+ animation.SetCurrentProgress(0.4f);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
+ DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
//Set the progress to 70%
- animation.SetCurrentProgress( 0.7f );
+ animation.SetCurrentProgress(0.7f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+ DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
+ DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
Animation animation = Animation::New(0.0f);
float durationSeconds(1.0f);
animation.SetDuration(durationSeconds);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
//Trying to set the current cursor outside the range [0..1] is ignored
- animation.SetCurrentProgress( -1.0f);
+ animation.SetCurrentProgress(-1.0f);
application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
- animation.SetCurrentProgress( 100.0f);
+ animation.SetCurrentProgress(100.0f);
application.SendNotification();
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
Animation animation = Animation::New(0.0f);
animation.Play();
//Test GetCurrentProgress return 0.0 as the duration is 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
- animation.SetCurrentProgress( 0.5f );
+ animation.SetCurrentProgress(0.5f);
application.SendNotification();
application.Render(static_cast<unsigned int>(100.0f));
//Progress should still be 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
//Set duration
float durationSeconds(1.0f);
animation.SetDuration(durationSeconds);
application.SendNotification();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation from 40% progress
- animation.SetCurrentProgress( 0.4f );
+ animation.SetCurrentProgress(0.4f);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
//Set the progress to 70%
- animation.SetCurrentProgress( 0.7f );
+ animation.SetCurrentProgress(0.7f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 80% progress */);
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 80% progress */);
+ DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
tet_printf("Testing that setting a speed factor of 2 takes half the time\n");
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(0.0f, initialPosition);
+ keyframes.Add(1.0f, targetPosition);
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
//Set speed to be x2
animation.SetSpeedFactor(2.0f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1u /*just beyond half the duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(0.0f, initialPosition);
+ keyframes.Add(1.0f, targetPosition);
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
- animation.SetSpeedFactor( -1.0f );
+ animation.SetSpeedFactor(-1.0f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(0.0f, initialPosition);
+ keyframes.Add(1.0f, targetPosition);
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
tet_printf("Test half speed factor. Animation will take twice the duration\n");
//Set speed to be half of normal speed
- animation.SetSpeedFactor( 0.5f );
+ animation.SetSpeedFactor(0.5f);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
-
int UtcDaliAnimationSetSpeedFactorP4(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f, initialPosition);
- keyframes.Add( 1.0f, targetPosition );
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(0.0f, initialPosition);
+ keyframes.Add(1.0f, targetPosition);
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
tet_printf("Set speed to be half of normal speed\n");
tet_printf("SetSpeedFactor(0.5f)\n");
- animation.SetSpeedFactor( 0.5f );
+ animation.SetSpeedFactor(0.5f);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.3f), TEST_LOCATION);
tet_printf("Reverse direction of animation whilst playing\n");
tet_printf("SetSpeedFactor(-0.5f)\n");
animation.SetSpeedFactor(-0.5f);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.1f), 0.0001, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), initialPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(initialPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- { 0.0f, 1.0f, // TimePeriod
- 0.0f, 100.0f, // POS
- {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
- /**/ 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */
- /**/ 50.0f,
- /**/ 40.0f,
- /**/ 30.0f,
- /**/ 70.0f,
- /**/ 60.0f,
- /**/ 50.0f,
+ {0.0f, 1.0f, // TimePeriod
+ 0.0f,
+ 100.0f, // POS
+ {
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f,
+ 40.0f,
+ 50.0f,
+ 60.0f, /* Reverse direction */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
/**/
- }
- },
+ }},
// ACTOR 1 - Across start of range
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- { 0.2f, 0.5f, // TimePeriod
- 20.0f, 50.0f, // POS
- {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
- /**/ 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */
- /**/ 50.0f,
- /**/ 40.0f,
- /**/ 30.0f,
- /**/ 50.0f,
- /**/ 50.0f,
- /**/ 50.0f
- }
- },
+ {0.2f, 0.5f, // TimePeriod
+ 20.0f,
+ 50.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
+ /**/ 30.0f,
+ 40.0f,
+ 50.0f,
+ 50.0f, /* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f}},
// ACTOR 2 - Across end of range
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- {/**/ 0.5f, 0.9f, // TimePeriod
- /**/ 50.0f, 90.0f, // POS
- { /**/ 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */
- /**/ 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */
- /**/ 50.0f,
- /**/ 50.0f,
- /**/ 50.0f, 70.0f,
- /**/ 60.0f,
- /**/ 50.0f,
- }
- },
+ {/**/ 0.5f, 0.9f, // TimePeriod
+ /**/ 50.0f,
+ 90.0f, // POS
+ {
+ /**/ 50.0f,
+ 50.0f,
+ 50.0f,
+ 60.0f,
+ 70.0f, /* Loop */
+ /**/ 50.0f,
+ 50.0f,
+ 50.0f,
+ 60.0f, /* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f,
+ 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }},
// ACTOR 3 - Before beginning of range
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- {/**/ 0.1f, 0.25f, // TimePeriod
- /**/ 10.0f, 25.0f, // POS
- { /**/
- /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f
+ {/**/ 0.1f, 0.25f, // TimePeriod
+ /**/ 10.0f,
+ 25.0f, // POS
+ {
/**/
- }
- },
+ /**/ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f,
+ 25.0f
+ /**/
+ }},
// ACTOR 4 - After end of range
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- {/**/ 0.85f, 1.0f, // TimePeriod
- /**/ 85.0f, 100.0f, // POS
- { /**/
- /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f
+ {/**/ 0.85f, 1.0f, // TimePeriod
+ /**/ 85.0f,
+ 100.0f, // POS
+ {
/**/
- }
- },
+ /**/ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f,
+ 85.0f
+ /**/
+ }},
// Actor 5 - Middle of range
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
/* | reverse */
- {/**/ 0.4f, 0.65f, // Time Period
- /**/ 40.0f, 65.0f, // Position
- { /**/ 40.0f, 40.0f, 50.0f, 60.0f, 65.0f,
- /**/ 40.0f, 40.0f, 50.0f, 60.0f, // Reverse
- /**/ 50.0f,
- /**/ 40.0f,
- /**/ 40.0f,
- /**/ 65.0f,
- /**/ 60.0f,
- /**/ 50.0f,
- }
- }
- };
-
- const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData));
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- bool signalReceived(false);
+ {/**/ 0.4f, 0.65f, // Time Period
+ /**/ 40.0f,
+ 65.0f, // Position
+ {
+ /**/ 40.0f,
+ 40.0f,
+ 50.0f,
+ 60.0f,
+ 65.0f,
+ /**/ 40.0f,
+ 40.0f,
+ 50.0f,
+ 60.0f, // Reverse
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 40.0f,
+ /**/ 65.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }}};
+
+ const size_t NUM_ENTRIES(sizeof(testData) / sizeof(TestData));
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
std::vector<Dali::Actor> actors;
- for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+ for(unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex)
{
Actor actor = Actor::New();
- actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) );
+ actor.SetProperty(Actor::Property::POSITION, Vector3(testData[actorIndex].startX, 0, 0));
actors.push_back(actor);
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
- if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 )
+ if(actorIndex == 0 || actorIndex == NUM_ENTRIES - 1)
{
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
- keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
+ keyframes.Add(testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
}
else
{
- animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) );
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(testData[actorIndex].endX, 0, 0), TimePeriod(testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime));
}
}
tet_printf("Test half speed factor. Animation will take twice the duration\n");
tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
tet_printf("SetSpeedFactor(0.5f)\n");
- animation.SetSpeedFactor( 0.5f );
- animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetSpeedFactor(0.5f);
+ animation.SetPlayRange(Vector2(0.3f, 0.8f));
animation.SetLooping(true);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render(0); // Frame 0 tests initial values
+ application.Render(0); // Frame 0 tests initial values
- for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
{
unsigned int actorIndex = 0u;
- for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+ for(actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex)
{
- DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
- if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+ DALI_TEST_EQUALS(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION);
+ if(!Equals(actors[actorIndex].GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData[actorIndex].expected[frame]))
{
- tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+ tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex);
}
}
- if( frame == 8 )
+ if(frame == 8)
{
tet_printf("Reverse direction of animation whilst playing after frame 8\n");
tet_printf("SetSpeedFactor(-0.5f)\n");
// ACTOR 0
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
- { 0.0f, 1.0f, // TimePeriod
- 0.0f, 100.0f, // POS
- {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
- /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
- /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+ {0.0f, 1.0f, // TimePeriod
+ 0.0f,
+ 100.0f, // POS
+ {
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f,
+ 40.0f,
+ 50.0f,
+ 60.0f,
+ 70.0f,
+ /**/ 30.0f,
+ 40.0f,
+ 50.0f,
+ 60.0f,
+ 70.0f,
/**/
- }
- };
-
+ }};
// Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- bool signalReceived(false);
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
std::vector<Dali::Actor> actors;
Actor actor = Actor::New();
- actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
actors.push_back(actor);
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
- keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
tet_printf("Test half speed factor. Animation will take twice the duration\n");
tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
tet_printf("SetSpeedFactor(0.5f)\n");
tet_printf("SetLoopCount(3)\n");
- animation.SetSpeedFactor( 0.5f );
- animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetSpeedFactor(0.5f);
+ animation.SetPlayRange(Vector2(0.3f, 0.8f));
animation.SetLoopCount(3);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render(0); // Frame 0 tests initial values
+ application.Render(0); // Frame 0 tests initial values
- for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
{
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
application.Render(200); // 200 ms at half speed corresponds to 0.1 s
- if( frame < NUM_FRAMES-1 )
+ if(frame < NUM_FRAMES - 1)
{
// We didn't expect the animation to finish yet
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 80.0f, 0.001, TEST_LOCATION);
END_TEST;
}
// ACTOR 0
/*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
/* |----------PlayRange---------------| */
- { 0.0f, 1.0f, // TimePeriod
- 0.0f, 100.0f, // POS
- {/**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
- /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
- /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
- }
- };
-
-
- // Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- bool signalReceived(false);
+ {0.0f, 1.0f, // TimePeriod
+ 0.0f,
+ 100.0f, // POS
+ {
+ /**/ 80.0f,
+ 70.0f,
+ 60.0f,
+ 50.0f,
+ 40.0f,
+ /**/ 80.0f,
+ 70.0f,
+ 60.0f,
+ 50.0f,
+ 40.0f,
+ /**/ 80.0f,
+ 70.0f,
+ 60.0f,
+ 50.0f,
+ 40.0f,
+ }};
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
std::vector<Dali::Actor> actors;
Actor actor = Actor::New();
- actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actor.SetProperty(Actor::Property::POSITION, Vector3(testData.startX, 0, 0));
actors.push_back(actor);
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
- keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
- animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ keyframes.Add(testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add(testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
tet_printf("Test reverse half speed factor. Animation will take twice the duration\n");
tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
tet_printf("SetSpeedFactor(-0.5f)\n");
tet_printf("SetLoopCount(3)\n");
- animation.SetSpeedFactor( -0.5f );
- animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetSpeedFactor(-0.5f);
+ animation.SetPlayRange(Vector2(0.3f, 0.8f));
animation.SetLoopCount(3);
// Start the animation
animation.Play();
application.SendNotification();
- application.Render(0); // Frame 0 tests initial values
+ application.Render(0); // Frame 0 tests initial values
- for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ for(unsigned int frame = 0; frame < NUM_FRAMES; ++frame)
{
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, testData.expected[frame], 0.001, TEST_LOCATION);
application.Render(200); // 200 ms at half speed corresponds to 0.1 s
- if( frame < NUM_FRAMES-1 )
+ if(frame < NUM_FRAMES - 1)
{
// We didn't expect the animation to finish yet
application.SendNotification();
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 30.0f, 0.001, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliAnimationGetSpeedFactorP(void)
{
TestApplication application;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds( 1.0f );
- Animation animation = Animation::New( durationSeconds );
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
- bool signalReceived( false );
- AnimationFinishCheck finishCheck( signalReceived );
- animation.FinishedSignal().Connect( &application, finishCheck );
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
// Set range between 0.4 and 0.8
- animation.SetPlayRange( Vector2( 0.4f, 0.9f ) );
+ animation.SetPlayRange(Vector2(0.4f, 0.9f));
application.SendNotification();
- DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector2(0.4f, 0.9f), animation.GetPlayRange(), TEST_LOCATION);
- Vector3 targetPosition( 100.0f, 100.0f, 100.0f );
- animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation from 40% progress
animation.Play();
application.SendNotification();
- application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ );
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
application.SendNotification();
- application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
application.SendNotification();
- application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
Animation animation = Animation::New(0);
application.SendNotification();
//PlayRange out of bounds
- animation.SetPlayRange( Vector2(-1.0f,1.0f) );
+ animation.SetPlayRange(Vector2(-1.0f, 1.0f));
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
- animation.SetPlayRange( Vector2(0.0f,2.0f) );
+ DALI_TEST_EQUALS(Vector2(0.0f, 1.0f), animation.GetPlayRange(), TEST_LOCATION);
+ animation.SetPlayRange(Vector2(0.0f, 2.0f));
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector2(0.0f, 1.0f), animation.GetPlayRange(), TEST_LOCATION);
//If playRange is not in the correct order it has to be ordered
- animation.SetPlayRange( Vector2(0.8f,0.2f) );
+ animation.SetPlayRange(Vector2(0.8f, 0.2f));
application.SendNotification();
- DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector2(0.2f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// Build the animation
- Animation animation = Animation::New( 1.0f );
+ Animation animation = Animation::New(1.0f);
application.SendNotification();
//If PlayRange not specified it should be 0.0-1.0 by default
- DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector2(0.0f, 1.0f), animation.GetPlayRange(), TEST_LOCATION);
// Set range between 0.4 and 0.8
- animation.SetPlayRange( Vector2( 0.4f, 0.8f ) );
+ animation.SetPlayRange(Vector2(0.4f, 0.8f));
application.SendNotification();
- DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION );
+ DALI_TEST_EQUALS(Vector2(0.4f, 0.8f), animation.GetPlayRange(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationPlayOffSceneP(void)
{
- // Test that an animation can be played, when the actor is off-stage.
- // When the actor is added to the stage, it should appear at the current position
- // i.e. where it would have been anyway, if on-stage from the beginning.
+ // Test that an animation cannot be played, when the actor is off-stage.
+ // And the property value and the current property value should not be changed in the case.
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 basePosition(Vector3::ZERO);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
- // Not added to the stage!
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ // Not added to the stage yet!
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+
+ // An animation can't be played. The position shouldn't be changed.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
// Add to the stage
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
+
+ // Start the animation again
+ animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
- // We didn't expect the animation to finish yet
+ // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
- // Remove from the stage
- Stage::GetCurrent().Remove(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ // Reset the position
+ actor[Actor::Property::POSITION] = basePosition;
- // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+ application.Render();
- // Add to the stage
- Stage::GetCurrent().Add(actor);
+ // Create an animator again
+ animation.Clear();
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ // Remove from the stage
+ application.GetScene().Remove(actor);
- // We didn't expect the animation to finish yet
- application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+ signalReceived = false;
+
+ // Start the animation again
+ animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
- // We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- // Check that nothing has changed after a couple of buffer swaps
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ // An animation can't be played. The position shouldn't be changed.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
END_TEST;
}
-int UtcDaliAnimationPlayDiscardHandleP(void)
+int UtcDaliAnimationPlayOffSceneDiscardP(void)
{
+ // Test that an animation cannot be played, when the actor is off-stage.
+ // When the actor is added to the stage, it should appear at the current position
+ // i.e. where it would have been anyway, if on-stage from the beginning.
+
TestApplication application;
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ // Not added to the stage yet!
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction(Animation::DISCARD);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- bool signalReceived(false);
- AnimationFinishCheck finishCheck(signalReceived);
- animation.FinishedSignal().Connect(&application, finishCheck);
-
// Start the animation
animation.Play();
- // This is a test of the "Fire and Forget" behaviour
- // Discard the animation handle!
- animation.Reset();
- DALI_TEST_CHECK( !animation );
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ // An animation can't be played. The position shouldn't be changed.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
+ // Add to the stage
+ application.GetScene().Add(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
+
+ // Remove from the stage
+ application.GetScene().Remove(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*back to start position as disconnect behaviour is discard*/, TEST_LOCATION);
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+
+ // Add to the stage
+ application.GetScene().Add(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(80, 80, 80), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationPlayStopDiscardHandleP(void)
+int UtcDaliAnimationPlayOffSceneBakeFinalP(void)
{
+ // Test that an animation cannot be played, when the actor is off-stage.
+ // When the actor is added to the stage, it should appear at the current position
+ // i.e. where it would have been anyway, if on-stage from the beginning.
+
TestApplication application;
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ // Not added to the stage!
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
- // This is a test of the "Fire and Forget" behaviour
- // Stop the animation, and Discard the animation handle!
- animation.Stop();
- animation.Reset();
- DALI_TEST_CHECK( !animation );
+ // An animation can't be played. The position shouldn't be changed.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
+ // Add to the stage
+ application.GetScene().Add(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
- // We expect the animation to finish at 20% progress
+ // We didn't expect the animation to finish yet
application.SendNotification();
- finishCheck.CheckSignalReceived();
- finishCheck.Reset();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
+
+ // Remove from the stage
+ application.GetScene().Remove(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
- // Check that nothing has changed
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final*/, TEST_LOCATION);
+
+ // Add to the stage
+ application.GetScene().Add(actor);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
- // Check that nothing has changed
+ // We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition /*bake final removed the */, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
- // Check that nothing has changed
+ // We did expect the animation to finish
application.SendNotification();
- finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayOffSceneBakeP(void)
+{
+ // Test that an animation cannot be played, when the actor is off-stage.
+ // When the actor is added to the stage, it should appear at the current position
+ // i.e. where it would have been anyway, if on-stage from the beginning.
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+ // Not added to the stage!
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetDisconnectAction(Animation::BAKE);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // An animation can't be played. The position shouldn't be changed.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), basePosition, TEST_LOCATION);
+
+ // Add to the stage
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*on-stage*/, TEST_LOCATION);
+
+ // Remove from the stage
+ application.GetScene().Remove(actor); // baked here
+
+ application.SendNotification();
+ // this render is a no-op in this case as animator is disabled while off stage
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(40, 40, 40) /*baked value*/, TEST_LOCATION);
+
+ // Add back to the stage
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+
+ // Remove from the stage
+ application.GetScene().Remove(actor); // baked here
+
+ application.SendNotification();
+ // this render is a no-op in this case as animator is disabled while off stage
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+ application.Render(static_cast<unsigned int>(0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88) /*baked value*/, TEST_LOCATION);
+
+ // Add back to the stage
+ application.GetScene().Add(actor);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(88, 88, 88), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayDiscardHandleP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ // Start the animation
+ animation.Play();
+
+ // This is a test of the "Fire and Forget" behaviour
+ // Discard the animation handle!
+ animation.Reset();
+ DALI_TEST_CHECK(!animation);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ application.Render(0);
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayStopDiscardHandleP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
+
+ // This is a test of the "Fire and Forget" behaviour
+ // Stop the animation, and Discard the animation handle!
+ animation.Stop();
+ animation.Reset();
+ DALI_TEST_CHECK(!animation);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 40% progress */);
+
+ // We expect the animation to finish at 20% progress
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ finishCheck.Reset();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 100% progress */);
+
+ // Check that nothing has changed
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.2f), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
KeyFrames keyframes = KeyFrames::New();
- keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) );
- keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) );
+ 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::Property::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.SetPlayRange(Vector2(0.4f, 0.8f));
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
//Test that setting progress outside the range doesn't work
- animation.SetCurrentProgress( 0.9f );
+ animation.SetCurrentProgress(0.9f);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
- animation.SetCurrentProgress( 0.2f );
+ DALI_TEST_EQUALS(animation.GetCurrentProgress(), 0.4f, TEST_LOCATION);
+ animation.SetCurrentProgress(0.2f);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetCurrentProgress(), 0.4f, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /* 80% progress */);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
-
+ DALI_TEST_EQUALS(targetPosition * 0.8f, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
//Loop inside the range
finishCheck.Reset();
- animation.SetLooping( true );
+ animation.SetLooping(true);
animation.Play();
application.SendNotification();
float intervalSeconds = 0.1f;
- float progress = 0.4f;
- for (int iterations = 0; iterations < 10; ++iterations )
+ float progress = 0.4f;
+ for(int iterations = 0; iterations < 10; ++iterations)
{
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
progress += intervalSeconds;
- if (progress > 0.8f)
+ if(progress > 0.8f)
{
progress = progress - 0.4f;
}
- DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
}
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
-
//Test change range on the fly
- animation.SetPlayRange( Vector2( 0.2f, 0.9f ) );
+ animation.SetPlayRange(Vector2(0.2f, 0.9f));
application.SendNotification();
- for (int iterations = 0; iterations < 10; ++iterations )
+ for(int iterations = 0; iterations < 10; ++iterations)
{
- application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
progress += intervalSeconds;
- if (progress > 0.9f)
+ if(progress > 0.9f)
{
progress = progress - 0.7f;
}
- DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition * progress, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), 0.001f, TEST_LOCATION);
}
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
+
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Start the animation from 40% progress
- animation.PlayFrom( 0.4f );
+ animation.PlayFrom(0.4f);
+
+ // Target value should be updated straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 60% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.6f), TEST_LOCATION);
animation.Play(); // Test that calling play has no effect, when animation is already playing
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.8f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
//PlayFrom with an argument outside the range [0..1] will be ignored
animation.PlayFrom(-1.0f);
application.SendNotification();
- DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
animation.PlayFrom(100.0f);
application.SendNotification();
- DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
// Pause the animation
animation.Pause();
application.SendNotification();
// Loop 5 times
- for (int i=0; i<5; ++i)
+ for(int i = 0; i < 5; ++i)
{
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when paused */, TEST_LOCATION);
}
// Keep going
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 490.0f) /*slightly less than the animation duration*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
END_TEST;
}
-
int UtcDaliAnimationGetStateP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
// Pause the animation
animation.Pause();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
application.SendNotification();
application.Render(0.f);
// Loop 5 times
- for (int i=0; i<5; ++i)
+ for(int i = 0; i < 5; ++i)
{
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
- DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when paused */, TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PAUSED, TEST_LOCATION);
}
// Keep going
finishCheck.Reset();
animation.Play();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 490.0f) /*slightly less than the animation duration*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
- DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
+ DALI_TEST_EQUALS(targetPosition, actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetState(), Animation::STOPPED, TEST_LOCATION);
// re-play
finishCheck.Reset();
animation.Play();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f)/*slightly less than the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 490.0f) /*slightly less than the animation duration*/);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
// Stop the animation
animation.Stop();
application.SendNotification();
// Loop 5 times
- for (int i=0; i<5; ++i)
+ for(int i = 0; i < 5; ++i)
{
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress when stopped */, TEST_LOCATION);
}
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
// Stop the animation
animation.Stop();
Vector3 positionSet(2.0f, 3.0f, 4.0f);
- actor.SetPosition(positionSet);
+ actor.SetProperty(Actor::Property::POSITION, positionSet);
application.SendNotification();
// Loop 5 times
- for (int i=0; i<5; ++i)
+ for(int i = 0; i < 5; ++i)
{
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), positionSet /*Animation should not interfere with this*/, TEST_LOCATION);
}
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 fiftyPercentProgress(targetPosition * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress, TEST_LOCATION);
// Clear the animation
animation.Clear();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We don't expect the animation to finish now
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), fiftyPercentProgress /* Still 50% progress since the animator was destroyed */, TEST_LOCATION);
// Restart as a scale animation; this should not move the actor's position
finishCheck.Reset();
- actor.SetPosition(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::POSITION, Vector3::ZERO);
Vector3 targetScale(3.0f, 3.0f, 3.0f);
- animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR );
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO /*Check move-animator was destroyed*/, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
END_TEST;
}
TestApplication application;
// Start the empty animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
- Animation animation = Animation::New(durationSeconds);
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
const bool relativeValue(true);
- const bool finalValue( false || relativeValue );
+ const bool finalValue(false || relativeValue);
animation.AnimateBy(Property(actor, index), relativeValue);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<bool>(index), finalValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Repeat with relative value "false" - this should be an NOOP
animation = Animation::New(durationSeconds);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
+ bool relativeValue(true);
+ bool finalValue(false || relativeValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Repeat with relative value "false" - this should be an NOOP
animation = Animation::New(durationSeconds);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateBy( Property(actor, index),
- relativeValue,
- TimePeriod( animatorDurationSeconds ) );
+ bool relativeValue(true);
+ bool finalValue(false || relativeValue);
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateBy(Property(actor, index),
+ relativeValue,
+ TimePeriod(animatorDurationSeconds));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 950.0f) /* 95% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
// We didn't expect the animation to finish yet...
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 1000.0f) /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- bool relativeValue(true);
- bool finalValue( false || relativeValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateBy( Property(actor, index),
- relativeValue,
- AlphaFunction::EASE_IN_OUT,
- TimePeriod( animatorDurationSeconds ) );
+ bool relativeValue(true);
+ bool finalValue(false || relativeValue);
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateBy(Property(actor, index),
+ relativeValue,
+ AlphaFunction::EASE_IN_OUT,
+ TimePeriod(animatorDurationSeconds));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 950.0f) /* 95% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
// We didn't expect the animation to finish yet...
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 1000.0f) /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(50.0f);
- float relativeValue(targetValue - startValue);
+ float targetValue(50.0f);
+ float relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(90.0f);
- float relativeValue(targetValue - startValue);
+ float targetValue(90.0f);
+ float relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ float current(actor.GetCurrentProperty<float>(index));
+ DALI_TEST_CHECK(current > ninetyFivePercentProgress);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(50);
- int relativeValue(targetValue - startValue);
+ int targetValue(50);
+ int relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), targetValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(90);
- int relativeValue(targetValue - startValue);
+ int targetValue(90);
+ int relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ int current(actor.GetCurrentProperty<int>(index));
+ DALI_TEST_CHECK(current > ninetyFivePercentProgress);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), static_cast<int>(startValue + (relativeValue * 0.5f) + 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), static_cast<int>(startValue + (relativeValue * 0.5f) + 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByQuaternionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ // Register a quaternion property
+ const Quaternion startValue(Degree(90), Vector3::XAXIS);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
+
+ // Build the animation
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
+ const Quaternion relativeValue(Degree(90), Vector3::ZAXIS);
+ const Quaternion finalValue(startValue * relativeValue);
+ animation.AnimateBy(Property(actor, index), relativeValue);
+
+ DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == startValue);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
+
+ application.SendNotification();
+ application.Render(2000); // animation complete
+
+ DALI_TEST_CHECK(actor.GetProperty<Quaternion>(index) == finalValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Quaternion>(index) == finalValue);
+
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(60.0f, 60.0f);
- Vector2 relativeValue(targetValue - startValue);
+ Vector2 targetValue(60.0f, 60.0f);
+ Vector2 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(100.0f, 100.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(20.0f, 20.0f);
- Vector2 relativeValue(targetValue - startValue);
+ Vector2 targetValue(20.0f, 20.0f);
+ Vector2 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
- DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
+ Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+ DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(30.0f, 30.0f);
- Vector2 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector2 targetValue(30.0f, 30.0f);
+ Vector2 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(5.0f, 5.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(10.0f, 10.0f);
- Vector2 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector2 targetValue(10.0f, 10.0f);
+ Vector2 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(60.0f, 60.0f, 60.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector3 targetValue(60.0f, 60.0f, 60.0f);
+ Vector3 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), targetValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(100.0f, 100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(100.0f, 100.0f, 100.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(20.0f, 20.0f, 20.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector3 targetValue(20.0f, 20.0f, 20.0f);
+ Vector3 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index ));
- DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+ DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z < ninetyFivePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(30.0f, 30.0f, 30.0f);
- Vector3 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector3 targetValue(30.0f, 30.0f, 30.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(5.0f, 5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(5.0f, 5.0f, 5.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(10.0f, 10.0f, 10.0f);
- Vector3 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector3 targetValue(10.0f, 10.0f, 10.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
- Vector4 relativeValue(targetValue - startValue);
+ Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f);
+ Vector4 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), targetValue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
- Vector4 relativeValue(targetValue - startValue);
+ Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f);
+ Vector4 relativeValue(targetValue - startValue);
animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
- DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z );
- DALI_TEST_CHECK( current.w < ninetyFivePercentProgress.w );
+ Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+ DALI_TEST_CHECK(current.x < ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z < ninetyFivePercentProgress.z);
+ DALI_TEST_CHECK(current.w < ninetyFivePercentProgress.w);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
- Vector4 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
- Vector4 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, index),
relativeValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, startPosition);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
+ Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+ Vector3 relativePosition(targetPosition - startPosition);
animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition);
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
{
TestApplication application;
Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetPosition(200.0f, 300.0f, 400.0f);
+ Vector3 relativePosition(targetPosition - Vector3::ZERO);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION_X), relativePosition.x);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION_Y), relativePosition.y);
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION_Z), relativePosition.z);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, startPosition);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
+ Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+ Vector3 relativePosition(targetPosition - startPosition);
animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(actor.GetCurrentPosition());
- DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+ DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, startPosition);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- float delay = 0.5f;
+ Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+ Vector3 relativePosition(targetPosition - startPosition);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
TimePeriod(delay, durationSeconds - delay));
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::POSITION, startPosition);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- float delay = 0.5f;
+ Vector3 targetPosition(20.0f, 20.0f, 20.0f);
+ Vector3 relativePosition(targetPosition - startPosition);
+ float delay = 0.5f;
animation.AnimateBy(Property(actor, Actor::Property::POSITION),
relativePosition,
AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ Vector3 ninetyFivePercentProgress(startPosition + relativePosition * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), startPosition, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) );
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
tet_printf("Testing that rotation angle > 360 performs full rotations\n");
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(710.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
+ Degree relativeRotationDegrees(710.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) );
+ animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), AngleAxis(relativeRotationRadians, Vector3::ZAXIS));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliAnimationAnimateByActorOrientationP3(void)
{
TestApplication application;
tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::ZAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(730.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
+ Degree relativeRotationDegrees(730.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
- Radian actualRotationRadians( Degree(10.0f) );
+ Radian actualRotationRadians(Degree(10.0f));
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) );
+ animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN );
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.25f * 0.25f * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.5f * 0.5f * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * 0.75f * 0.75f * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree relativeRotationDegrees(360.0f);
- Radian relativeRotationRadians(relativeRotationDegrees);
- float delay = 0.3f;
- animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ),
- AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) );
+ Degree relativeRotationDegrees(360.0f);
+ Radian relativeRotationRadians(relativeRotationDegrees);
+ float delay = 0.3f;
+ animation.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetScale(2.0f, 2.0f, 2.0f);
- Vector3 relativeScale(targetScale - Vector3::ONE);
- animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) );
+ Vector3 targetScale(2.0f, 2.0f, 2.0f);
+ Vector3 relativeScale(targetScale - Vector3::ONE);
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE), Vector3(relativeScale.x, relativeScale.y, relativeScale.z));
- Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f);
+ Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale * 0.99f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN );
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The scale should have grown less, than with a linear alpha function
- Vector3 current(actor.GetCurrentScale());
- DALI_TEST_CHECK( current.x > 1.0f );
- DALI_TEST_CHECK( current.y > 1.0f );
- DALI_TEST_CHECK( current.z > 1.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+ DALI_TEST_CHECK(current.x > 1.0f);
+ DALI_TEST_CHECK(current.y > 1.0f);
+ DALI_TEST_CHECK(current.z > 1.0f);
+ DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+ DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Repeat with a delay
float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation = Animation::New(durationSeconds);
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE), relativeScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetScale(2.0f, 3.0f, 4.0f);
+ Vector3 relativeScale(targetScale - Vector3::ONE);
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE_X), relativeScale.x);
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE_Y), relativeScale.y);
+ animation.AnimateBy(Property(actor, Actor::Property::SCALE_Z), relativeScale.z);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector4 targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+ Vector4 relativeColor(targetColor - Color::WHITE);
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR), relativeColor);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector4 targetColor(0.5f, 0.75f, 0.8f, 0.1f);
+ Vector4 relativeColor(targetColor - Color::WHITE);
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR_RED), relativeColor.r);
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR_GREEN), relativeColor.g);
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR_BLUE), relativeColor.b);
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), relativeColor.a);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetSize(100.0f, 200.0f, 300.0f);
+ Vector3 relativeSize(targetSize - Vector3::ZERO);
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE), relativeSize);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetSize(100.0f, 200.0f, 300.0f);
+ Vector3 relativeSize(targetSize - Vector3::ZERO);
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE_WIDTH), relativeSize.width);
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE_HEIGHT), relativeSize.height);
+ animation.AnimateBy(Property(actor, Actor::Property::SIZE_DEPTH), relativeSize.depth);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorVisibilityP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
+ actor.SetProperty(Actor::Property::VISIBLE, false);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool targetVisibility(true);
+ bool relativeVisibility(targetVisibility);
+ animation.AnimateBy(Property(actor, Actor::Property::VISIBLE), relativeVisibility);
+
+ DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<bool>(Actor::Property::VISIBLE), targetVisibility, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), false, TEST_LOCATION); // Not changed yet
+
+ application.SendNotification();
+ application.Render(1000); // 1 second progress
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- const bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ const bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
- Animation animation = Animation::New(durationSeconds);
- const bool targetValue( !startValue );
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
+ const bool targetValue(!startValue);
animation.AnimateTo(Property(actor, index), targetValue);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
// Repeat with target value "false"
animation = Animation::New(durationSeconds);
- const bool finalValue( !targetValue );
+ const bool finalValue(!targetValue);
animation.AnimateTo(Property(actor, index), finalValue);
// Start the animation
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- const bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ const bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
- Animation animation = Animation::New(durationSeconds);
- const bool targetValue( !startValue );
+ float durationSeconds(2.0f);
+ Animation animation = Animation::New(durationSeconds);
+ const bool targetValue(!startValue);
animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
// Repeat with target value "false"
animation = Animation::New(durationSeconds);
- const bool finalValue( !targetValue );
+ const bool finalValue(!targetValue);
animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT);
// Start the animation
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == targetValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- bool finalValue( !startValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateTo( Property(actor, index),
- finalValue,
- TimePeriod( animatorDurationSeconds ) );
+ bool finalValue(!startValue);
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateTo(Property(actor, index),
+ finalValue,
+ TimePeriod(animatorDurationSeconds));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 950.0f) /* 95% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
// We didn't expect the animation to finish yet...
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 1000.0f) /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a boolean property
- bool startValue(false);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_CHECK( actor.GetProperty<bool>(index) == startValue );
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ bool startValue(false);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_CHECK(actor.GetProperty<bool>(index) == startValue);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- bool finalValue( !startValue );
- float animatorDurationSeconds(durationSeconds * 0.5f);
- animation.AnimateTo( Property(actor, index),
- finalValue,
- AlphaFunction::LINEAR,
- TimePeriod( animatorDurationSeconds ) );
+ bool finalValue(!startValue);
+ float animatorDurationSeconds(durationSeconds * 0.5f);
+ animation.AnimateTo(Property(actor, index),
+ finalValue,
+ AlphaFunction::LINEAR,
+ TimePeriod(animatorDurationSeconds));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*950.0f)/* 95% animator progress */);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 950.0f) /* 95% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == startValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 50.0f) + 1u /*just beyond the animator duration*/);
// We didn't expect the animation to finish yet...
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// ...however we should have reached the final value
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.SendNotification();
- application.Render(static_cast<unsigned int>(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(animatorDurationSeconds * 1000.0f) /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
// Check that nothing has changed after a couple of buffer swaps
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
application.Render(0);
- DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(index) == finalValue);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(50.0f);
- float relativeValue(targetValue - startValue);
+ float targetValue(50.0f);
+ float relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, "testProperty"), targetValue);
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(90.0f);
- float relativeValue(targetValue - startValue);
+ float targetValue(90.0f);
+ float relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
- float ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ float ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ float current(actor.GetCurrentProperty<float>(index));
+ DALI_TEST_CHECK(current > ninetyFivePercentProgress);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(50);
- int relativeValue(targetValue - startValue);
+ int targetValue(50);
+ int relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, "testProperty"), targetValue);
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(90);
- int relativeValue(targetValue - startValue);
+ int targetValue(90);
+ int relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
- int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue*0.95f + 0.5f));
+ int ninetyFivePercentProgress(static_cast<int>(startValue + relativeValue * 0.95f + 0.5f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
- DALI_TEST_CHECK( current > ninetyFivePercentProgress );
+ int current(actor.GetCurrentProperty<int>(index));
+ DALI_TEST_CHECK(current > ninetyFivePercentProgress);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), static_cast<int>(startValue + (relativeValue * 0.5f) + 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(10);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ int startValue(10);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- int targetValue(30);
- int relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ int targetValue(30);
+ int relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast<int>(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), static_cast<int>(startValue + (relativeValue * 0.5f) + 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(-50.0f, -50.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(-50.0f, -50.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(50.0f, 50.0f);
- Vector2 relativeValue(targetValue - startValue);
+ Vector2 targetValue(50.0f, 50.0f);
+ Vector2 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(1000.0f, 1000.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(9000.0f, 9000.0f);
- Vector2 relativeValue(targetValue - startValue);
+ Vector2 targetValue(9000.0f, 9000.0f);
+ Vector2 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT);
- Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector2 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
- DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
+ Vector2 current(actor.GetCurrentProperty<Vector2>(index));
+ DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(-10.0f, 20.0f);
- Vector2 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector2 targetValue(-10.0f, 20.0f);
+ Vector2 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector2 property
- Vector2 startValue(10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION );
+ Vector2 startValue(10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector2 targetValue(30.0f, 30.0f);
- Vector2 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector2 targetValue(30.0f, 30.0f);
+ Vector2 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
- // We didn't expect the animation to finish yet
+ // We didn't expect the animation to finish yet, but cached value should be the final one
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector2>(index), targetValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(-50.0f, -50.0f, -50.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>( index ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(-50.0f, -50.0f, -50.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(50.0f, 50.0f, 50.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector3 targetValue(50.0f, 50.0f, 50.0f);
+ Vector3 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(1000.0f, 1000.0f, 1000.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
- Vector3 relativeValue(targetValue - startValue);
+ Vector3 targetValue(9000.0f, 9000.0f, 9000.0f);
+ Vector3 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
- Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector3 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) );
- DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(index));
+ DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(-10.0f, 20.0f, 100.0f);
- Vector3 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector3 targetValue(-10.0f, 20.0f, 100.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(30.0f, 30.0f, 30.0f);
- Vector3 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector3 targetValue(30.0f, 30.0f, 30.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, "testProperty"),
targetValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector3 property
- Vector3 startValue(10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ Vector3 startValue(10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetValue(30.0f, 30.0f, 10.0f);
- Vector3 relativeValue(targetValue - startValue);
- float delay = 0.5f;
- animation.AnimateTo(Property(actor, "testProperty", 0),
+ Vector3 targetValue(30.0f, 30.0f, 10.0f);
+ Vector3 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
+ animation.AnimateTo(Property(actor, "testProperty", 0),
30.0f,
AlphaFunction::LINEAR,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(2.0f);
+ float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
- Vector4 relativeValue(targetValue - startValue);
+ Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f);
+ Vector4 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), ninetyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
- Vector4 relativeValue(targetValue - startValue);
+ Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f);
+ Vector4 relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT);
- Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f);
+ Vector4 ninetyFivePercentProgress(startValue + relativeValue * 0.95f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*950.0f)/* 95% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 950.0f) /* 95% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
- DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
- DALI_TEST_CHECK( current.w > ninetyFivePercentProgress.w );
+ Vector4 current(actor.GetCurrentProperty<Vector4>(index));
+ DALI_TEST_CHECK(current.x > ninetyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y > ninetyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z > ninetyFivePercentProgress.z);
+ DALI_TEST_CHECK(current.w > ninetyFivePercentProgress.w);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+ Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
- Vector4 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, VECTOR4_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), VECTOR4_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a Vector4 property
- Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
- Vector4 relativeValue(targetValue - startValue);
- float delay = 0.5f;
+ Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f);
+ Vector4 relativeValue(targetValue - startValue);
+ float delay = 0.5f;
animation.AnimateTo(Property(actor, index),
targetValue,
AlphaFunction::LINEAR,
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(index), targetValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::PARENT_ORIGIN), ParentOrigin::TOP_LEFT, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+ Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetX(1.0f);
+ float targetX(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetY(1.0f);
+ float targetY(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToActorParentOriginZN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.5f);
- DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(1.0f);
+ float targetZ(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::ANCHOR_POINT), AnchorPoint::CENTER, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
+ Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.5f);
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetX(1.0f);
+ float targetX(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_X), targetX);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.5f);
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetY(0.0f);
+ float targetY(0.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
{
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.5f);
- DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(100.0f);
+ float targetZ(100.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ animation.AnimateTo(Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ);
+ },
+ "Property is not animatable");
- try
- {
- animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
- }
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize );
+ Vector3 targetSize(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), 0.0f, TEST_LOCATION);
+
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSize.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSize.height, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSize.depth, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The size should have travelled less, than with a linear alpha function
- Vector3 current(actor.GetCurrentSize());
- DALI_TEST_CHECK( current.x > 0.0f );
- DALI_TEST_CHECK( current.y > 0.0f );
- DALI_TEST_CHECK( current.z > 0.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+ DALI_TEST_CHECK(current.x > 0.0f);
+ DALI_TEST_CHECK(current.y > 0.0f);
+ DALI_TEST_CHECK(current.z > 0.0f);
+ DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+ DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Repeat with a delay
float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetWidth(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth );
+ float targetWidth(10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetWidth);
+
+ float fiftyPercentProgress(startValue + (targetWidth - startValue) * 0.5f);
- float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(targetWidth, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).width, targetWidth, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetHeight(-10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight );
+ float targetHeight(-10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight);
- float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetHeight - startValue) * 0.5f);
+
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, targetHeight, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).height, targetHeight, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetDepth(-10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth );
+ float targetDepth(-10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_DEPTH), targetDepth);
+
+ float fiftyPercentProgress(startValue + (targetDepth - startValue) * 0.5f);
- float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SIZE), Vector3(0.0f, 0.0f, targetDepth), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).depth, targetDepth, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetSize(100.0f, 100.0f, 100.0f);
- animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize );
+ Vector3 targetSize(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSize);
Vector3 ninetyNinePercentProgress(targetSize * 0.99f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), ninetyNinePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), targetSize, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN );
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::EASE_IN);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The size should have travelled less, than with a linear alpha function
- Vector3 current(actor.GetCurrentSize());
- DALI_TEST_CHECK( current.x > 0.0f );
- DALI_TEST_CHECK( current.y > 0.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE));
+ DALI_TEST_CHECK(current.x > 0.0f);
+ DALI_TEST_CHECK(current.y > 0.0f);
+ DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetSize(Vector3::ZERO);
+ actor.SetProperty(Actor::Property::SIZE, Vector3::ZERO);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
// Repeat with a delay
float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
- animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_WIDTH), targetSize.x, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+ animation.AnimateTo(Property(actor, Actor::Property::SIZE_HEIGHT), targetSize.y, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE), Vector3::ZERO, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).x, targetSize.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SIZE).y, targetSize.y, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), 0.0f, TEST_LOCATION);
+
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 750.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, 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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetX(1.0f);
- animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX );
+ float targetX(1.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), targetX);
+
+ float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
- float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(targetX, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, fiftyPercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x, targetX, 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;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition().y, 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, 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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetY(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY );
+ float targetY(10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), targetY);
- float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
+
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, targetY, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, fiftyPercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).y, targetY, 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;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(0.0f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition().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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(-5.0f);
- animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ );
+ float targetZ(-5.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_Z), targetZ);
+
+ float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
- float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+ // Should return the initial properties before play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Should return the target property after play
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, targetZ), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition().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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN);
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*750.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 750.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The position should have moved less, than with a linear alpha function
- Vector3 current(actor.GetCurrentPosition());
- DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
- DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
- DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
- DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x );
- DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y );
- DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION));
+ DALI_TEST_CHECK(current.x > Vector3::ZERO.x);
+ DALI_TEST_CHECK(current.y > Vector3::ZERO.y);
+ DALI_TEST_CHECK(current.z > Vector3::ZERO.z);
+ DALI_TEST_CHECK(current.x < seventyFivePercentProgress.x);
+ DALI_TEST_CHECK(current.y < seventyFivePercentProgress.y);
+ DALI_TEST_CHECK(current.z < seventyFivePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::POSITION),
- targetPosition,
- TimePeriod( delay, durationSeconds - delay ) );
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ float delay = 0.5f;
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION),
+ targetPosition,
+ TimePeriod(delay, durationSeconds - delay));
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.75) /* 7/8 animation progress, 3/4 animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.25) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(200.0f, 200.0f, 200.0f);
- float delay = 0.5f;
- animation.AnimateTo( Property(actor, Actor::Property::POSITION),
- targetPosition,
- AlphaFunction::LINEAR,
- TimePeriod( delay, durationSeconds - delay ) );
+ Vector3 targetPosition(200.0f, 200.0f, 200.0f);
+ float delay = 0.5f;
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION),
+ targetPosition,
+ AlphaFunction::LINEAR,
+ TimePeriod(delay, durationSeconds - delay));
Vector3 seventyFivePercentProgress(targetPosition * 0.75f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.75) /* 7/8 animation progress, 3/4 animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), seventyFivePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f * 0.25) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) );
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
- Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation );
+ animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), targetRotation);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.25f * 0.25f * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.5f * 0.5f * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * 0.75f * 0.75f * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ float delay(0.1f);
+ animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(Dali::ANGLE_0, Vector3::YAXIS));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Dali::ANGLE_0, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Degree targetRotationDegrees(90.0f);
- Radian targetRotationRadians(targetRotationDegrees);
- float delay(0.1f);
- animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
+ Degree targetRotationDegrees(90.0f);
+ Radian targetRotationRadians(targetRotationDegrees);
+ float delay(0.1f);
+ animation.AnimateTo(Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians * progress * progress * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetScale(2.0f, 2.0f, 2.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale );
+ Vector3 targetScale(2.0f, 2.0f, 2.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale);
- Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f);
+ Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE) * 0.99f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetScale.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetScale.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetScale.z, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), ninetyNinePercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*990.0f)/* 99% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 990.0f) /* 99% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The scale should have grown less, than with a linear alpha function
- Vector3 current(actor.GetCurrentScale());
- DALI_TEST_CHECK( current.x > 1.0f );
- DALI_TEST_CHECK( current.y > 1.0f );
- DALI_TEST_CHECK( current.z > 1.0f );
- DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
- DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y );
- DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z );
+ Vector3 current(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE));
+ DALI_TEST_CHECK(current.x > 1.0f);
+ DALI_TEST_CHECK(current.y > 1.0f);
+ DALI_TEST_CHECK(current.z > 1.0f);
+ DALI_TEST_CHECK(current.x < ninetyNinePercentProgress.x);
+ DALI_TEST_CHECK(current.y < ninetyNinePercentProgress.y);
+ DALI_TEST_CHECK(current.z < ninetyNinePercentProgress.z);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetScale(Vector3::ONE);
+ actor.SetProperty(Actor::Property::SCALE, Vector3::ONE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
// Repeat with a delay
float delay = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), Vector3::ONE, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE), targetScale, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, 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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetX(10.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX );
+ float targetX(10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE_X), targetX);
- float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetX - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(targetX, startValue, startValue), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).x, targetX, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), targetX, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, 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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetY(1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY );
+ float targetY(1000.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), targetY);
- float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetY - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, targetY, startValue), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).y, targetY, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), targetY, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentScale().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetZ(-1000.0f);
- animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ );
+ float targetZ(-1000.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE_Z), targetZ);
- float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetZ - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::SCALE), Vector3(startValue, startValue, targetZ), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE).z, targetZ, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector4 targetColor(Color::RED);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor );
+ Vector4 targetColor(Color::RED);
+ 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));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColor.r, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetColor.g, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetColor.b, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetColor.a, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetColor.a, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), tenPercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetColor(Color::WHITE);
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
// Repeat with a different (ease-in) alpha function
animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
// The color should have changed less, than with a linear alpha function
- Vector4 current(actor.GetCurrentColor());
- DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
- DALI_TEST_CHECK( current.y < 1.0f );
- DALI_TEST_CHECK( current.y > tenPercentProgress.y );
- DALI_TEST_CHECK( current.z < 1.0f );
- DALI_TEST_CHECK( current.z > tenPercentProgress.z );
- DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change
+ Vector4 current(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR));
+ DALI_TEST_CHECK(current.x == 1.0f); // doesn't change
+ DALI_TEST_CHECK(current.y < 1.0f);
+ DALI_TEST_CHECK(current.y > tenPercentProgress.y);
+ DALI_TEST_CHECK(current.z < 1.0f);
+ DALI_TEST_CHECK(current.z > tenPercentProgress.z);
+ DALI_TEST_CHECK(current.w == 1.0f); // doesn't change
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
// Reset everything
finishCheck.Reset();
- actor.SetColor(Color::WHITE);
+ actor.SetProperty(Actor::Property::COLOR, Color::WHITE);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), Color::WHITE, TEST_LOCATION);
// Repeat with a shorter animator duration
float animatorDuration = 0.5f;
- animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
+ animation = Animation::New(durationSeconds);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration));
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% animation progress, 20% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), twentyPercentProgress, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 50% animation progress, 100% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR), targetColor, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, 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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetRed(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed );
+ float targetRed(0.5f);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetRed);
- float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetRed - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(targetRed, startValue, startValue, startValue), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), targetRed, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).r, targetRed, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, 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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetGreen(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen );
+ float targetGreen(0.5f);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_GREEN), targetGreen);
- float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetGreen - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, targetGreen, startValue, startValue), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).g, targetGreen, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, 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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetBlue(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue );
+ float targetBlue(0.5f);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_BLUE), targetBlue);
- float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetBlue - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, targetBlue, startValue), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).b, targetBlue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
float startValue(1.0f);
- 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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- float targetAlpha(0.5f);
- animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha );
+ float targetAlpha(0.5f);
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha);
- float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f);
+ float fiftyPercentProgress(startValue + (targetAlpha - startValue) * 0.5f);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector4>(Actor::Property::COLOR), Vector4(startValue, startValue, startValue, targetAlpha), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::OPACITY), targetAlpha, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, fiftyPercentProgress, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<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.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, targetAlpha, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION);
END_TEST;
}
DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
- KeyFrames keyFrames2( keyFrames);
- DALI_TEST_CHECK( keyFrames2 );
+ KeyFrames keyFrames2(keyFrames);
+ DALI_TEST_CHECK(keyFrames2);
DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION);
KeyFrames keyFrames3 = KeyFrames::New();
keyFrames3.Add(0.6f, true);
- DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_CHECK(keyFrames3);
DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION);
keyFrames3 = keyFrames;
- DALI_TEST_CHECK( keyFrames3 );
+ DALI_TEST_CHECK(keyFrames3);
DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION);
END_TEST;
}
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationKeyFrames02N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
- try
- {
- keyFrames.Add(1.9f, false);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(1.9f, false);
+ },
+ "mType == value.GetType()");
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames03P(void)
+int UtcDaliAnimationKeyFrames03N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
- try
- {
- keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+ },
+ "mType == value.GetType()");
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationKeyFrames04N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
- try
- {
- keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
+ },
+ "mType == value.GetType()");
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames05P(void)
+int UtcDaliAnimationKeyFrames05N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
- try
- {
- keyFrames.Add(0.7f, 1.0f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(0.7f, 1.0f);
+ },
+ "mType == value.GetType()");
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationKeyFrames06N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
- try
- {
- keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
+ },
+ "mType == value.GetType()");
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames07P(void)
+int UtcDaliAnimationKeyFrames07N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
- try
- {
- keyFrames.Add(0.7f, 1.1f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ DALI_TEST_ASSERTION(
+ {
+ keyFrames.Add(0.7f, 1.1f);
+ },
+ "mType == value.GetType()");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFramesGetKeyFrameCountP(void)
+{
+ TestApplication application;
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.6f));
+ keyFrames.Add(0.6f, Vector4(0.0f, 0.0f, 0.0f, 0.3f));
+ keyFrames.Add(1.0f, Vector4(0.0f, 0.0f, 0.0f, 0.8f));
+
+ DALI_TEST_EQUALS(DevelKeyFrames::GetKeyFrameCount(keyFrames), 3, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationKeyFramesGetKeyFrameP(void)
+{
+ TestApplication application;
+
+ float inputTime = 0.6f;
+ Vector4 inputValue = Vector4(0.0f, 0.0f, 0.0f, 0.3f);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.6f));
+ keyFrames.Add(inputTime, inputValue);
+ keyFrames.Add(1.0f, Vector4(0.0f, 0.0f, 0.0f, 0.8f));
+
+ float outputTime;
+ Property::Value outputValue;
+
+ DevelKeyFrames::GetKeyFrame(keyFrames, 3, outputTime, outputValue);
+
+ DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::NONE, TEST_LOCATION);
+
+ DevelKeyFrames::GetKeyFrame(keyFrames, 1, outputTime, outputValue);
+
+ DALI_TEST_EQUALS(outputTime, inputTime, TEST_LOCATION);
+ DALI_TEST_EQUALS(outputValue.GetType(), Property::Type::VECTOR4, TEST_LOCATION);
+ DALI_TEST_EQUALS(outputValue.Get<Vector4>(), inputValue, TEST_LOCATION);
+
END_TEST;
}
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR_ALPHA), keyFrames);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Final key frame value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, TEST_LOCATION);
+
+ 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.3f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.25f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.8f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ 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 );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.1f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 10% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.36f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 30% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.21f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 40% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.0f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 400.0f) /* 80% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.7f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 90% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.76f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.9f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
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.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
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 );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.8f, false);
keyFrames.Add(1.0f, true);
- animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames );
+ animation.AnimateBetween(Property(actor, Actor::Property::VISIBLE), keyFrames);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Final key frame value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
+
+ 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.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
application.SendNotification();
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(1.0f, true);
//Cubic interpolation for boolean values should be ignored
- animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ 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.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
application.SendNotification();
- DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE), true, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+ animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Final key frame value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Quaternion>(Actor::Property::ORIENTATION), Quaternion(Degree(60), Vector3::ZAXIS), TEST_LOCATION);
+
+ 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.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
application.SendNotification();
- Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
application.SendNotification();
application.Render(0);
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS));
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames );
+ animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
// We did expect the animation to finish
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0);
Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ 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::ORIENTATION), keyFrames, Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ 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.Render(static_cast<unsigned int>(durationSeconds * 500.0f));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1);
application.SendNotification();
- Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
+ Quaternion check(Radian(Degree(60)), Vector3::ZAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
AngleAxis aa(Degree(90), Vector3::XAXIS);
- actor.SetOrientation(aa.angle, aa.axis);
+ actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis));
application.SendNotification();
application.Render(0);
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
Quaternion start(Radian(aa.angle), aa.axis);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), start, 0.001f, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
//Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(90)), Vector3::XAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(120)), Vector3::XAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f));
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+ check = Quaternion(Radian(Degree(120)), Vector3::YAXIS);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), check, 0.001f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
+ float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+ application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
+ float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+ application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
float startValue(1.0f);
float delay = 0.5f;
Actor actor = Actor::New();
- actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+ application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
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 );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION );
+ actor.SetProperty(Actor::Property::COLOR, Vector4(startValue, startValue, startValue, startValue));
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).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);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
- float delay = 0.5f;
+ float durationSeconds(1.0f);
+ float delay = 0.5f;
Animation animation = Animation::New(durationSeconds);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+ animation.AnimateBetween(Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay), Animation::CUBIC);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(delay*1000.0f)/* 0% progress */);
+ application.Render(static_cast<unsigned int>(delay * 1000.0f) /* 0% progress */);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 25% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 25% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 50% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)/* 75% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) /* 75% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION);
- application.Render(static_cast<unsigned int>((durationSeconds - delay)*250.0f)+1/* 100% progress */);
+ application.Render(static_cast<unsigned int>((durationSeconds - delay) * 250.0f) + 1 /* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION);
// We did expect the animation to finish
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().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);
+ 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(position2);
//Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ 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));
+ path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
animation.Animate(actor, path, Vector3::XAXIS);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
+ Vector3 position, tangent;
Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.25f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.5f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.75f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(1.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().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);
+ 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(position2);
//Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ 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));
+ path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
+ Vector3 position, tangent;
Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.25f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.5f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.75f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(1.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().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);
+ 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(position2);
//Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ 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));
+ path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
+ Vector3 position, tangent;
Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.25f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.5f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.75f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(1.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().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);
+ 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(position2);
//Control points for first segment
- path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) );
- path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+ 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));
+ path.AddControlPoint(Vector3(78.0, 120.0, 0.0));
+ path.AddControlPoint(Vector3(93.0, 104.0, 0.0));
// Build the animation
- float durationSeconds( 1.0f );
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f));
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
application.Render(0);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 position, tangent;
+ Vector3 position, tangent;
Quaternion rotation;
- path.Sample( 0.0f, position, tangent );
- rotation = Quaternion( Vector3::XAXIS, tangent );
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.25f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.5f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(0.75f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
- application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
+ 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.GetCurrentOrientation(), rotation, TEST_LOCATION );
+ path.Sample(1.0f, position, tangent);
+ rotation = Quaternion(Vector3::XAXIS, tangent);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION), rotation, TEST_LOCATION);
finishCheck.CheckSignalReceived();
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- actor.SetVisible(false);
+ actor.SetProperty(Actor::Property::VISIBLE, false);
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( !actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
+ DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
+ application.GetScene().Add(actor);
// Start the animation
- float durationSeconds(10.0f);
+ float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds*0.5f);
+ animation.Show(actor, durationSeconds * 0.5f);
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 490.0f));
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be shown now*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
+ application.GetScene().Add(actor);
// Start the animation
- float durationSeconds(10.0f);
+ float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds*0.5f);
+ animation.Hide(actor, durationSeconds * 0.5f);
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*490.0f));
+ application.Render(static_cast<unsigned int>(durationSeconds * 490.0f));
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 10.0f) /*Should be hidden now*/);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_CHECK( actor.IsVisible() );
- Stage::GetCurrent().Add(actor);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
+ application.GetScene().Add(actor);
// Start Hide animation
- float durationSeconds(10.0f);
+ float durationSeconds(10.0f);
Animation animation = Animation::New(durationSeconds);
- animation.Hide(actor, durationSeconds/*Hide at end*/);
+ animation.Hide(actor, durationSeconds /*Hide at end*/);
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( !actor.IsVisible() );
+ DALI_TEST_CHECK(!actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
// Start Show animation
animation = Animation::New(durationSeconds);
- animation.Show(actor, durationSeconds/*Show at end*/);
+ animation.Show(actor, durationSeconds /*Show at end*/);
animation.FinishedSignal().Connect(&application, finishCheck);
animation.Play();
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_CHECK( actor.IsVisible() );
+ DALI_TEST_CHECK(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE));
END_TEST;
}
KeyFrames* keyFrames = new KeyFrames;
delete keyFrames;
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
END_TEST;
}
TestApplication application;
tet_infoline("Testing Dali::Animation::KeyFramesDownCast()");
- KeyFrames keyFrames = KeyFrames::New();
+ KeyFrames keyFrames = KeyFrames::New();
BaseHandle object(keyFrames);
KeyFrames keyFrames2 = KeyFrames::DownCast(object);
DALI_TEST_CHECK(keyFrames2);
- KeyFrames keyFrames3 = DownCast< KeyFrames >(object);
+ KeyFrames keyFrames3 = DownCast<KeyFrames>(object);
DALI_TEST_CHECK(keyFrames3);
BaseHandle unInitializedObject;
- KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
+ KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject);
DALI_TEST_CHECK(!keyFrames4);
- KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject);
+ KeyFrames keyFrames5 = DownCast<KeyFrames>(unInitializedObject);
DALI_TEST_CHECK(!keyFrames5);
END_TEST;
}
int UtcDaliAnimationCreateDestroyP(void)
{
TestApplication application;
- Animation* animation = new Animation;
- DALI_TEST_CHECK( animation );
+ Animation* animation = new Animation;
+ DALI_TEST_CHECK(animation);
delete animation;
END_TEST;
}
{
}
- void operator()( Vector3& current, const PropertyInputContainer& /* inputs */)
+ void operator()(Vector3& current, const PropertyInputContainer& /* inputs */)
{
- mApplication.SendNotification(); // Process events
+ mApplication.SendNotification(); // Process events
}
TestApplication& mApplication;
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// Build the animation
- Animation animation = Animation::New( 0.0f );
+ Animation animation = Animation::New(0.0f);
- bool signalReceived = false;
- AnimationFinishCheck finishCheck( signalReceived );
- animation.FinishedSignal().Connect( &application, finishCheck );
+ bool signalReceived = false;
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
- Vector3 startValue(1.0f, 1.0f, 1.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Constraint constraint = Constraint::New<Vector3>( actor, index, UpdateManagerTestConstraint( application ) );
+ Vector3 startValue(1.0f, 1.0f, 1.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ Constraint constraint = Constraint::New<Vector3>(actor, index, UpdateManagerTestConstraint(application));
constraint.Apply();
// Apply animation to actor
- animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR );
- animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR );
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(100.f, 90.f, 80.f), AlphaFunction::LINEAR);
+ animation.AnimateTo(Property(actor, Actor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR);
animation.Play();
application.SendNotification();
- application.UpdateOnly( 16 );
+ application.UpdateOnly(16);
finishCheck.CheckSignalNotReceived();
- application.SendNotification(); // Process events
+ application.SendNotification(); // Process events
finishCheck.CheckSignalReceived();
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add(actor);
// Build the animations
- Animation animation1 = Animation::New( 0.0f ); // finishes first frame
- Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms
+ Animation animation1 = Animation::New(0.0f); // finishes first frame
+ Animation animation2 = Animation::New(0.02f); // finishes in 20 ms
bool signal1Received = false;
- animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) );
+ animation1.FinishedSignal().Connect(&application, AnimationFinishCheck(signal1Received));
bool signal2Received = false;
- animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) );
+ animation2.FinishedSignal().Connect(&application, AnimationFinishCheck(signal2Received));
// Apply animations to actor
- animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR );
+ animation1.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(3.0f, 2.0f, 1.0f), AlphaFunction::LINEAR);
animation1.Play();
- animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR );
+ animation2.AnimateTo(Property(actor, Actor::Property::SIZE), Vector3(10.0f, 20.0f, 30.0f), AlphaFunction::LINEAR);
animation2.Play();
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
application.SendNotification();
- application.UpdateOnly( 10 ); // 10ms progress
+ application.UpdateOnly(10); // 10ms progress
// no notifications yet
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
application.SendNotification();
// first completed
- DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(signal1Received, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(signal2Received, false, TEST_LOCATION);
signal1Received = false;
// 1st animation is complete now, do another update with no ProcessEvents in between
- application.UpdateOnly( 20 ); // 20ms progress
+ application.UpdateOnly(20); // 20ms progress
// ProcessEvents
application.SendNotification();
// 2nd should complete now
- DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION );
- DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(signal1Received, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(signal2Received, true, TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register a float property
- float startValue(10.0f);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+ float startValue(10.0f);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
// Build the animation
- float initialDurationSeconds(1.0f);
- float animatorDelay = 5.0f;
- float animatorDurationSeconds(5.0f);
- float extendedDurationSeconds(animatorDelay+animatorDurationSeconds);
+ float initialDurationSeconds(1.0f);
+ float animatorDelay = 5.0f;
+ float animatorDurationSeconds(5.0f);
+ float extendedDurationSeconds(animatorDelay + animatorDurationSeconds);
Animation animation = Animation::New(initialDurationSeconds);
- float targetValue(30.0f);
- float relativeValue(targetValue - startValue);
+ float targetValue(30.0f);
+ float relativeValue(targetValue - startValue);
animation.AnimateTo(Property(actor, index),
targetValue,
TimePeriod(animatorDelay, animatorDurationSeconds));
// The duration should have been extended
- DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION );
+ DALI_TEST_EQUALS(animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */);
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
- // We didn't expect the animation to finish yet
+ // We didn't expect the animation to finish yet, but cached value should be the final one
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetProperty<float>(index), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */);
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), startValue + (relativeValue * 0.5f), TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(extendedDurationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(index), targetValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(index), targetValue, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
int startValue(0u);
- Property::Index index = actor.RegisterProperty("anIndex", startValue);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ Property::Index index = actor.RegisterProperty("anIndex", startValue);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
// Build the animation
- float durationSeconds(1.0f);
+ float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.AnimateTo( Property(actor, index), 20 );
+ animation.AnimateTo(Property(actor, index), 20);
// Start the animation
animation.Play();
- bool signalReceived(false);
+ // Target value should be retrievable straight away
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f)/* 50% progress */);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% progress */);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 10, TEST_LOCATION);
application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
finishCheck.CheckSignalReceived();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<int>(index), 20, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), 20, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
- Animation animation = Animation::New( 0.0f );
- DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION );
+ Animation animation = Animation::New(0.0f);
+ DALI_TEST_EQUALS(0.0f, animation.GetDuration(), TEST_LOCATION);
// The animation duration should automatically increase depending on the animator time period
- animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) );
- DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION );
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(0.0f, 1.0f));
+ DALI_TEST_EQUALS(1.0f, animation.GetDuration(), TEST_LOCATION);
- animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) );
- DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION );
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_Y), 200.0f, TimePeriod(10.0f, 1.0f));
+ DALI_TEST_EQUALS(11.0f, animation.GetDuration(), TEST_LOCATION);
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-
- try
- {
- // Build the animation
- Animation animation = Animation::New( 2.0f );
- std::string relativeValue = "relative string";
- animation.AnimateBy( Property(actor, index), relativeValue );
- tet_result(TET_FAIL);
- }
- catch ( Dali::DaliException& e )
- {
- DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
- }
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+ DALI_TEST_ASSERTION(
+ {
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+ std::string relativeValue = "relative string";
+ animation.AnimateBy(Property(actor, index), relativeValue);
+ tet_result(TET_FAIL);
+ },
+ "Target value is not animatable");
END_TEST;
}
-
int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
{
TestApplication application;
Actor actor = Actor::New();
// Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
-
- try
- {
- // Build the animation
- Animation animation = Animation::New( 2.0f );
- std::string relativeValue = "relative string";
- animation.AnimateTo( Property(actor, index), relativeValue );
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
- tet_result(TET_FAIL);
- }
- catch ( Dali::DaliException& e )
- {
- DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
- }
+ DALI_TEST_ASSERTION(
+ {
+ // Build the animation
+ Animation animation = Animation::New(2.0f);
+ std::string relativeValue = "relative string";
+ animation.AnimateTo(Property(actor, index), relativeValue);
+ },
+ "Target value is not animatable");
END_TEST;
}
Actor actor = Actor::New();
// Register an integer property
- int startValue(1);
- Property::Index index = actor.RegisterProperty( "testProperty", startValue );
- Stage::GetCurrent().Add(actor);
- DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
+ int startValue(1);
+ Property::Index index = actor.RegisterProperty("testProperty", startValue);
+ application.GetScene().Add(actor);
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
- try
- {
- // Build the animation
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add( 0.0f, std::string("relative string1") );
- keyFrames.Add( 1.0f, std::string("relative string2") );
- // no need to really create the animation as keyframes do the check
-
- tet_result(TET_FAIL);
- }
- catch ( Dali::DaliException& e )
- {
- DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
- }
+ DALI_TEST_ASSERTION(
+ {
+ // Build the animation
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, std::string("relative string1"));
+ keyFrames.Add(1.0f, std::string("relative string2"));
+ // no need to really create the animation as keyframes do the check
+ },
+ "Property type is not animatable");
END_TEST;
}
tet_infoline("Set initial position and set up animation to re-position actor");
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
Vector3 initialPosition(0.0f, 0.0f, 0.0f);
- actor.SetProperty( Actor::Property::POSITION, initialPosition );
+ actor.SetProperty(Actor::Property::POSITION, initialPosition);
// Build the animation
Animation animation = Animation::New(2.0f);
//Test GetCurrentProgress return 0.0 as the duration is 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
- DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
tet_infoline("Set target position in animation without intiating play");
tet_infoline("Ensure position of actor is still at intial value");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
tet_infoline("Play animation and ensure actor position is now target");
tet_infoline("Ensure position of actor is at target value when aninmation half way");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
- tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+ tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
application.Render(2000u);
tet_infoline("Ensure position of actor is still at target value when aninmation complete");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION);
END_TEST;
}
std::vector<Vector3> targetPositions;
- targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
- targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
- targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+ targetPositions.push_back(Vector3(100.0f, 100.0f, 100.0f));
+ targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
+ targetPositions.push_back(Vector3(50.0f, 10.0f, 100.0f));
tet_infoline("Set initial position and set up animation to re-position actor");
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
Vector3 initialPosition(0.0f, 0.0f, 0.0f);
- actor.SetProperty( Actor::Property::POSITION, initialPosition );
+ actor.SetProperty(Actor::Property::POSITION, initialPosition);
// Build the animation
Animation animation = Animation::New(2.0f);
//Test GetCurrentProgress return 0.0 as the duration is 0.0
- DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
- DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+ DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION);
+ DALI_TEST_EQUALS(Vector3(0.0f, 0.0f, 0.0f), actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), TEST_LOCATION);
tet_infoline("Set target position in animation without intiating play");
- for ( unsigned int i = 0; i < targetPositions.size(); i++ )
+ for(unsigned int i = 0; i < targetPositions.size(); i++)
{
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR);
}
tet_infoline("Ensure position of actor is still at intial value");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION);
tet_infoline("Play animation and ensure actor position is now target");
tet_infoline("Ensure position of actor is at target value when aninmation half way");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
- tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+ tet_printf("x position at half way point(%f)\n", actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION).x);
application.Render(2000u);
tet_infoline("Ensure position of actor is still at target value when aninmation complete");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION);
END_TEST;
}
std::vector<Vector3> targetSizes;
std::vector<Vector3> targetPositions;
- targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
- targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) );
+ targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+ targetSizes.push_back(Vector3(50.0f, 10.0f, 100.0f));
- targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) );
+ targetPositions.push_back(Vector3(200.0f, 1.0f, 100.0f));
tet_infoline("Set initial position and set up animation to re-position actor");
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- Vector3 initialSize( 10.0f, 10.0f, 10.0f);
+ application.GetScene().Add(actor);
+ Vector3 initialSize(10.0f, 10.0f, 10.0f);
Vector3 initialPosition(10.0f, 10.0f, 10.0f);
- actor.SetProperty( Actor::Property::SIZE, initialSize );
- actor.SetProperty( Actor::Property::POSITION, initialPosition );
+ actor.SetProperty(Actor::Property::SIZE, initialSize);
+ actor.SetProperty(Actor::Property::POSITION, initialPosition);
// Build the animation
Animation animation = Animation::New(2.0f);
tet_infoline("Ensure position of actor is still at intial size and position");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION);
tet_infoline("Play animation and ensure actor position and size is now matches targets");
tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION);
END_TEST;
}
TestApplication application;
std::vector<Vector3> targetSizes;
- std::vector<float> targetColors;
+ std::vector<float> targetColors;
- targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) );
- targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) );
+ targetSizes.push_back(Vector3(100.0f, 100.0f, 100.0f));
+ targetSizes.push_back(Vector3(50.0f, 10.0f, 150.0f));
- targetColors.push_back( 1.0f );
+ targetColors.push_back(1.0f);
tet_infoline("Set initial position and set up animation to re-position actor");
Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
- Vector3 initialSize( 10.0f, 5.0f, 10.0f);
+ application.GetScene().Add(actor);
+ Vector3 initialSize(10.0f, 5.0f, 10.0f);
- actor.SetProperty( Actor::Property::SIZE, initialSize );
+ actor.SetProperty(Actor::Property::SIZE, initialSize);
// Build the animation
Animation animation = Animation::New(2.0f);
- tet_infoline("Set target size in animation without intiating play");
+ tet_infoline("Set target size in animation without initiating play");
animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR);
tet_infoline("Set target position in animation without intiating play");
animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR);
application.SendNotification();
application.Render();
- tet_infoline("Ensure position of actor is still at intial size and position");
+ tet_infoline("Ensure position of actor is still at initial size and position");
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION);
tet_infoline("Play animation and ensure actor position and size is now matches targets");
application.SendNotification();
application.Render(2000u);
- tet_infoline("Ensure position and size of actor is at target value when aninmation playing");
+ tet_infoline("Ensure position and size of actor is at target value when animation playing");
+
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrder(void)
+{
+ tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place");
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline("With two AnimateTo calls");
+
+ Animation animation = Animation::New(0.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
+ animation.Play();
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION );
+ tet_infoline("The target position should change instantly");
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
- DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION );
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline("Same animation again but in a different order - should yield the same result");
+
+ actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ animation = Animation::New(0.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(1.0f, 1.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f, TimePeriod(3.0f, 1.0f));
+ animation.Play();
+
+ tet_infoline("The target position should change instantly");
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(5000); // After the animation is complete
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(100.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 100.0f, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+ tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls");
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline("");
+
+ Animation animation = Animation::New(0.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
+ animation.Play();
+
+ tet_infoline("The target position should change instantly");
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
+
+ //////////////////////////////////////////////////////////////////////////////////
+
+ tet_infoline("Same animation again but in a different order - should end up at the same point");
+
+ actor.SetProperty(Actor::Property::POSITION_X, 0.0f);
+
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3::ZERO, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 0.0f, TEST_LOCATION);
+
+ animation = Animation::New(0.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 200.0f, TimePeriod(2.0f, 5.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 10.0f, TimePeriod(10.0f, 2.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 145.0f, TimePeriod(3.0f, 10.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1000.0f, TimePeriod(4.0f, 2.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 1.0f, TimePeriod(3.0f, 4.0f));
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 109.0f, TimePeriod(1.0f, 1.0f));
+ animation.Play();
+
+ tet_infoline("The target position should change instantly");
+ DALI_TEST_EQUALS(actor.GetProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(14000); // After the animation is complete
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(145.0f, 0.0f, 0.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<float>(Actor::Property::POSITION_X), 145.0f, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenIntegerP(void)
+{
+ TestApplication application;
+
+ int startValue(1);
+ Actor actor = Actor::New();
+ const Property::Index index = actor.RegisterProperty("customProperty", startValue);
+ application.GetScene().Add(actor);
+
+ application.Render();
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), startValue, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, 10);
+ keyFrames.Add(0.2f, 20);
+ keyFrames.Add(0.4f, 30);
+ keyFrames.Add(0.6f, 40);
+ keyFrames.Add(0.8f, 50);
+ keyFrames.Add(1.0f, 60);
+
+ animation.AnimateBetween(Property(actor, index), keyFrames);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should change to the last key-frame's value straight away
+ DALI_TEST_EQUALS(actor.GetProperty<int>(index), 60, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenVector2P(void)
+{
+ TestApplication application;
+
+ Vector2 startValue(10.0f, 20.0f);
+ Actor actor = Actor::New();
+ const Property::Index index = actor.RegisterProperty("customProperty", startValue);
+ application.GetScene().Add(actor);
+
+ application.Render();
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), startValue, TEST_LOCATION);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ KeyFrames keyFrames = KeyFrames::New();
+ keyFrames.Add(0.0f, Vector2(0.0f, 5.0f));
+ keyFrames.Add(0.2f, Vector2(30.0f, 25.0f));
+ keyFrames.Add(0.4f, Vector2(40.0f, 35.0f));
+ keyFrames.Add(0.6f, Vector2(50.0f, 45.0f));
+ keyFrames.Add(0.8f, Vector2(60.0f, 55.0f));
+ keyFrames.Add(1.0f, Vector2(70.0f, 65.0f));
+
+ animation.AnimateBetween(Property(actor, index), keyFrames);
+
+ // Start the animation
+ animation.Play();
+
+ // Target value should change to the last key-frame's value straight away
+ DALI_TEST_EQUALS(actor.GetProperty<Vector2>(index), Vector2(70.0f, 65.0f), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress notification set to 30%");
+ DevelAnimation::SetProgressNotification(animation, 0.3f);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(0.3f, DevelAnimation::GetProgressNotification(animation), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ // Start the animation from 10% progress
+ animation.SetCurrentProgress(0.1f);
+ animation.Play();
+
+ tet_infoline("Animation Playing from 10%");
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 100.0f); // 20% progress
+
+ tet_infoline("Animation at 20%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 200.0f); // 40% progress
+ application.SendNotification();
+ tet_infoline("Animation at 40%");
+ DALI_TEST_EQUALS(0.4f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 100.0f); // 50% progress
+ tet_infoline("Animation at 50%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline("Animation at 60%");
+
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+ application.SendNotification();
+ DALI_TEST_EQUALS(0.8f, animation.GetCurrentProgress(), TEST_LOCATION);
+ tet_infoline("Animation at 80%");
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ tet_infoline("Animation finished");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that playing after 2 seconds\n");
+
+ {
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // Play animation after the initial delay time
+ animation.PlayAfter(0.2f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetSpeedFactor(-1.0f); // Set SpeedFactor as < 0
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // Play animation after the initial delay time
+ animation.PlayAfter(0.2f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of Timeperiod in seconds
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP2(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that playing after 2 seconds before looping\n");
+
+ {
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping(true);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // Play animation after the initial delay time
+ animation.PlayAfter(0.2f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ for(int iterations = 0; iterations < 3; ++iterations)
+ {
+ // The initial delay time of PlayAfter() applies only once in looping mode.
+ if(iterations == 0)
+ {
+ application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move
+ }
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% progress */);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping(true);
+ animation.SetSpeedFactor(-1.0f); //Set SpeedFactor as < 0
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // Play animation after the initial delay time
+ animation.PlayAfter(0.2f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ for(int iterations = 0; iterations < 3; ++iterations)
+ {
+ // The initial delay time of PlayAfter() applies only once in looping mode.
+ if(iterations == 0)
+ {
+ application.Render(durationSeconds * 200.f); // The intial delay time of PlayAfter
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 1.0f), TEST_LOCATION); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+ }
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 25% animation progress, 50% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 50% animation progress, 100% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% progress */);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in second
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0, 0.0, 0.0), TEST_LOCATION);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP3(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that PlayAfter with the negative delay seconds\n");
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // When the delay time is negative value, it would treat as play immediately.
+ animation.PlayAfter(-2.0f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 75% animation progress, 50% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.5f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP4(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that PlayAfter with progress value\n");
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR, TimePeriod(0.5f, 0.5f));
+
+ // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s.
+ animation.PlayAfter(durationSeconds * 0.3f);
+ application.SendNotification();
+ application.Render(0); // start animation
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 5/6 delay progress, 0% animation progress, 0% animator progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of PlayAfter
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 20% animation progress, 0% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 45% animation progress, 0% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.0f), TEST_LOCATION); // Not move - A delay time of TimePeriod in seconds
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 70% animation progress, 40% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.4f), TEST_LOCATION); // 40% of animator progress
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 250.0f) /* 100% delay progress, 95% animation progress, 90% animator progress */);
+
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), (targetPosition * 0.9f), TEST_LOCATION); // 90% of animator progress
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 50.0f) + 1u /*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP(void)
+{
+ // Test Loop forever and Loop mode being set
+ TestApplication application;
+ Integration::Scene stage(application.GetScene());
+
+ // Default: LoopingMode::RESTART
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
+
+ Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /*Only half the animation*/);
+
+ actor.Unparent();
+
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping(true);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::LoopingMode::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0);
+
+ for(int iterations = 0; iterations < 3; ++iterations)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLooping(true);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor(-1.0f);
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0);
+
+ for(int iterations = 0; iterations < 3; ++iterations)
+ {
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 50% time progress */);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 500.0f) /* 100% time progress */);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ animation.SetLooping(false);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+ // Test Loop Count and Loop mode being set
+ TestApplication application;
+ Integration::Scene stage(application.GetScene());
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+
+ // Loop
+ float intervalSeconds = 3.0f;
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ finishCheck.Reset();
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetLoopCount(3);
+ DALI_TEST_CHECK(animation.IsLooping());
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor(-1.0f);
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+
+ // Loop
+ float intervalSeconds = 3.0f;
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * intervalSeconds * 1000.0f));
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ finishCheck.Reset();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP3(void)
+{
+ // Test Loop Count is 1 (== default) and Loop mode being set
+ TestApplication application;
+ Integration::Scene stage(application.GetScene());
+
+ // LoopingMode::AUTO_REVERSE
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+ application.Render(0);
+ application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
+ // and arrives at the beginning.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
+
+ application.SendNotification();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ // After all animation finished, arrives at the beginning.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ finishCheck.Reset();
+ }
+
+ // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
+ {
+ Actor actor = Actor::New();
+ stage.Add(actor);
+
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ DALI_TEST_CHECK(1 == animation.GetLoopCount());
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+ application.SendNotification();
+
+ // Specify a negative multiplier to play the animation in reverse
+ animation.SetSpeedFactor(-1.0f);
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ // Start the animation
+ animation.Play();
+ application.Render(0);
+ application.SendNotification();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 50% time progress */);
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ // Setting a negative speed factor is to play the animation in reverse.
+ // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
+ // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), Vector3(0.0f, 0.0f, 0.0f), TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 0.5f * 1000.0f) /* 100% time progress */);
+
+ application.SendNotification();
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1.0f * 1000.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ application.Render(0);
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ // After all animation finished, arrives at the target.
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ finishCheck.Reset();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeP(void)
+{
+ TestApplication application;
+
+ Animation animation = Animation::New(1.0f);
+
+ // default mode
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::RESTART);
+
+ animation.SetLoopingMode(Animation::AUTO_REVERSE);
+ DALI_TEST_CHECK(animation.GetLoopingMode() == Animation::AUTO_REVERSE);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
+{
+ TestApplication application;
+
+ tet_infoline("Connect to ProgressReachedSignal but do not set a required Progress marker");
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 100.0f); // 10% progress
+ application.SendNotification();
+
+ tet_infoline("Ensure after animation has started playing that ProgressReachedSignal not emitted");
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 900.0f) + 1u /*just beyond the animation duration*/);
+
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ tet_infoline("Animation finished");
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), targetPosition, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+ tet_infoline("Multiple animations with different progress markers");
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animationAlpha = Animation::New(0.0f);
+ Animation animationBeta = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ animationAlpha.SetDuration(durationSeconds);
+ animationBeta.SetDuration(durationSeconds);
+
+ bool progressSignalReceivedAlpha(false);
+ bool progressSignalReceivedBeta(false);
+
+ AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+ AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+ DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+ DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("AnimationAlpha Progress notification set to 30%");
+ DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
+
+ tet_infoline("AnimationBeta Progress notification set to 50%");
+ DevelAnimation::SetProgressNotification(animationBeta, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations from 10% progress
+ animationAlpha.SetCurrentProgress(0.1f);
+ animationBeta.SetCurrentProgress(0.1f);
+ animationAlpha.Play();
+ animationBeta.Play();
+
+ tet_infoline("Animation Playing from 10%");
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 100.0f); // 20% progress
+
+ tet_infoline("Animation at 20% - No signals to be received");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 200.0f); // 40% progress
+ application.SendNotification();
+ tet_infoline("Animation at 40% - Alpha signal should be received");
+ DALI_TEST_EQUALS(0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(durationSeconds * 100.0f); // 50% progress
+ tet_infoline("Animation at 50% - Beta should receive signal, Alpha should not");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalReceived();
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 100.0f) /* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline("Animation at 60%");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+ application.SendNotification();
+ tet_infoline("Animation at 80%");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ tet_infoline("Animation finished");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP2(void)
+{
+ tet_infoline("Multiple animations with different progress markers and big step time");
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animationAlpha = Animation::New(0.0f);
+ Animation animationBeta = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animationAlpha.SetDuration(durationSeconds);
+ animationBeta.SetDuration(durationSeconds);
+
+ bool progressSignalReceivedAlpha(false);
+ bool progressSignalReceivedBeta(false);
+
+ AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+ AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+ DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+ DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("AnimationAlpha Progress notification set to 1%");
+ DevelAnimation::SetProgressNotification(animationAlpha, 0.01f);
+
+ tet_infoline("AnimationBeta Progress notification set to 99%");
+ DevelAnimation::SetProgressNotification(animationBeta, 0.99f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations unlimited looping
+ animationAlpha.SetLooping(true);
+ animationBeta.SetLooping(true);
+ animationAlpha.Play();
+ animationBeta.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 20.0f); // 2% progress
+ application.SendNotification();
+ DALI_TEST_EQUALS(0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 2% - Alpha signals should be received, Beta should not.");
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 960.0f); // 98% progress
+ application.SendNotification();
+ tet_infoline("Animation at 98% - No signal received");
+ DALI_TEST_EQUALS(0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 40.0f); // 2% progress
+ application.SendNotification();
+ tet_infoline("Animation loop once and now 2% - Alpha and Beta should receive signal");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 980.0f); // 100% progress
+ application.SendNotification();
+ tet_infoline("Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not");
+ application.SendNotification();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ animationAlpha.SetLooping(false);
+ animationBeta.SetLooping(false);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 2000.0f) + 1u /*just beyond the animation duration*/);
+ application.SendNotification();
+
+ // We did expect the animation to finish
+ tet_infoline("Animation finished");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+ tet_infoline("Multiple animations with different progress markers");
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animationAlpha = Animation::New(0.0f);
+ Animation animationBeta = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(1.0f);
+ float delaySeconds(0.5f);
+ animationAlpha.SetDuration(durationSeconds);
+ animationBeta.SetDuration(durationSeconds);
+
+ bool progressSignalReceivedAlpha(false);
+ bool progressSignalReceivedBeta(false);
+
+ AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+ AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta");
+
+ DevelAnimation::ProgressReachedSignal(animationAlpha).Connect(&application, progressCheckAlpha);
+ DevelAnimation::ProgressReachedSignal(animationBeta).Connect(&application, progressCheckBeta);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+ animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("AnimationAlpha Progress notification set to 30%");
+ DevelAnimation::SetProgressNotification(animationAlpha, 0.3f);
+
+ tet_infoline("AnimationBeta Progress notification set to ~0% (==Notify when delay is done)");
+ DevelAnimation::SetProgressNotification(animationBeta, Math::MACHINE_EPSILON_1);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ // Start the animations from 10% progress
+ animationAlpha.PlayAfter(delaySeconds);
+ animationBeta.PlayAfter(delaySeconds);
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(delaySeconds * 500.0f); // 50% wait progress
+
+ tet_infoline("Delay at 50% - No signals to be received");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f); // 100% wait, 5% progress
+ application.SendNotification();
+ tet_infoline("Delay at 100%, Animation at 5% - Beta signal should be received");
+ DALI_TEST_EQUALS(0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckBeta.CheckSignalReceived();
+ progressCheckAlpha.CheckSignalNotReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(durationSeconds * 200.0f); // 25% progress
+ tet_infoline("Animation at 25% - No signals to be received");
+ application.SendNotification();
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 200.0f); // 45% progress
+ tet_infoline("Animation at 45% - Alpha should receive signal, Beta should not");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheckAlpha.CheckSignalReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheckAlpha.Reset();
+ progressCheckBeta.Reset();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 150.0f) /* 60% progress */);
+ application.SendNotification();
+
+ tet_infoline("Animation at 60%");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) /* 80% progress */);
+ application.SendNotification();
+ tet_infoline("Animation at 80%");
+
+ progressCheckAlpha.CheckSignalNotReceived();
+ progressCheckBeta.CheckSignalNotReceived();
+
+ application.Render(static_cast<unsigned int>(durationSeconds * 200.0f) + 1u /*just beyond the animation duration*/);
+ // We did expect the animation to finish
+ tet_infoline("Animation finished");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ // Set Looping Count
+ const int loopCount(4);
+ animation.SetLoopCount(loopCount);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress notification set to 50% with looping count 4");
+ DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ for(int count = 0; count < loopCount; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+ DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 25%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+ application.SendNotification();
+ tet_infoline("Animation at 50%");
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+ tet_infoline("Animation at 75%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+ tet_infoline("Animation at 100%");
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ application.SendNotification();
+ }
+ application.Render(10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ // Set Looping Unlmited
+ animation.SetLooping(true);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress notification set to 50% with unlimited looping");
+ DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ for(int count = 0; count < 4; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+ DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 25%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+ application.SendNotification();
+ tet_infoline("Animation at 50%");
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+ tet_infoline("Animation at 75%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+ tet_infoline("Animation at 100%");
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ finishCheck.CheckSignalNotReceived();
+ application.SendNotification();
+ }
+ finishCheck.CheckSignalNotReceived();
+
+ animation.SetLooping(false);
+ application.Render(0u);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) + 10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ //Set speed negative
+ animation.SetSpeedFactor(-1.0f);
+
+ // Set Looping Unlmited
+ animation.SetLooping(true);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress notification set to 50%");
+ DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ for(int count = 0; count < 4; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+ DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 25%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+ application.SendNotification();
+ tet_infoline("Animation at 50%");
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+ tet_infoline("Animation at 75%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+ tet_infoline("Animation at 100%");
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ finishCheck.CheckSignalNotReceived();
+ application.SendNotification();
+ }
+ finishCheck.CheckSignalNotReceived();
+
+ animation.Stop();
+ animation.SetLooping(false);
+ animation.SetLoopCount(4);
+ animation.Play();
+ application.Render(0u);
+ application.SendNotification();
+
+ for(int count = 0; count < 4; count++)
+ {
+ application.SendNotification();
+ application.Render(0); // start animation
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+ DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 25%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+ application.SendNotification();
+ tet_infoline("Animation at 50%");
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+ tet_infoline("Animation at 75%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 100% progress
+ tet_infoline("Animation at 100%");
+ application.SendNotification();
+
+ //Nothing check at 100% progress. cause It can be both 100% and 0%.
+ application.SendNotification();
+ }
+ application.Render(10u);
+ application.SendNotification();
+ application.Render(0u);
+ application.SendNotification();
+
+ finishCheck.CheckSignalReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ const float durationSeconds(1.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress PlayRange as 10% ~ 90%");
+ animation.SetPlayRange(Vector2(0.1f, 0.9f));
+
+ tet_infoline("Animation Progress notification set to >90% that never can notificated");
+ DevelAnimation::SetProgressNotification(animation, 0.9f + Math::MACHINE_EPSILON_1);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 35% progress
+ DALI_TEST_EQUALS(0.35f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 35%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 60% progress
+ application.SendNotification();
+ DALI_TEST_EQUALS(0.6f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 60%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 85% progress
+ tet_infoline("Animation at 85%");
+ application.SendNotification();
+ DALI_TEST_EQUALS(0.85f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 90% progress
+ tet_infoline("Animation over 90%");
+ application.SendNotification();
+
+ // progress never signaled because playrange is 90%
+ progressCheck.CheckSignalNotReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackLongDurationP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(0.0f);
+
+ //Set duration
+ float durationSeconds(5.0f);
+ animation.SetDuration(durationSeconds);
+
+ bool finishedSignalReceived(false);
+ bool progressSignalReceived(false);
+
+ AnimationFinishCheck finishCheck(finishedSignalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ AnimationProgressCheck progressCheck(progressSignalReceived);
+ DevelAnimation::ProgressReachedSignal(animation).Connect(&application, progressCheck);
+ application.SendNotification();
+
+ Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ tet_infoline("Animation Progress notification set to 50%");
+ DevelAnimation::SetProgressNotification(animation, 0.5f);
+
+ application.SendNotification();
+ application.Render();
+
+ progressCheck.CheckSignalNotReceived();
+
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(0); // start animation
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 25% progress
+ DALI_TEST_EQUALS(0.25f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ tet_infoline("Animation at 25%");
+
+ progressCheck.CheckSignalNotReceived();
+
+ application.SendNotification();
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 50% progress
+ application.SendNotification();
+ tet_infoline("Animation at 50%");
+ DALI_TEST_EQUALS(0.5f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalReceived();
+
+ tet_infoline("Progress check reset");
+ progressCheck.Reset();
+
+ application.Render(durationSeconds * 0.25 * 1000.0f); // 75% progress
+ tet_infoline("Animation at 75%");
+ application.SendNotification();
+
+ DALI_TEST_EQUALS(0.75f, animation.GetCurrentProgress(), TEST_LOCATION);
+
+ progressCheck.CheckSignalNotReceived();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (STRING)
+ animation.AnimateBy(Property(actor, Actor::Property::LAYOUT_DIRECTION), Property::Value("new direction"));
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (MATRIX)
+ Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Dali::Matrix()), Property::ANIMATABLE);
+ animation.AnimateBy(Property(actor, index), Property::Value(Property::MATRIX));
+ },
+ "Property type is not animatable");
+
+ // AnimateBy
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value());
+ },
+ "Target value is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (STRING)
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value("foo"));
+ },
+ "Target value is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3, FLOAT)
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(10.f));
+ },
+ "Property and target types don't match");
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3.A, VECTOR2)
+ animation.AnimateBy(Property(actor, Actor::Property::COLOR_ALPHA), Property::Value(Property::VECTOR2));
+ },
+ "Property and target types don't match");
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+ },
+ "Duration must be >=0");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ // AnimateTo
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (MAP)
+ Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Property::MAP), Property::ANIMATABLE);
+ animation.AnimateTo(Property(actor, index), Property::Value(Property::MAP));
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ animation.AnimateTo(Property(actor, Actor::Property::CLIPPING_MODE), Property::Value());
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (ARRAY)
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Property::ARRAY));
+ },
+ "Target value is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (RECTANGLE)
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Property::Value(Rect<int32_t>()));
+ },
+ "Target value is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (FLOAT, INT)
+ animation.AnimateTo(Property(actor, Actor::Property::SCALE_Y), Property::Value(10));
+ },
+ "Property and target types don't match");
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR3, VECTOR2)
+ animation.AnimateTo(Property(actor, Actor::Property::COLOR), Property::Value(Property::VECTOR2));
+ },
+ "Property and target types don't match");
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Property::Value(Vector3(1, 2, 3)), TimePeriod(-1));
+ },
+ "Duration must be >=0");
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Create the animation
+ Animation animation = Animation::New(1.0f);
+
+ // AnimateBetween
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable property (ARRAY)
+ Property::Index index = actor.RegisterProperty("Foobar", Property::Value(Property::ARRAY), Property::ANIMATABLE);
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value(Property::ARRAY));
+ animation.AnimateBetween(Property(actor, index), keyframes);
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (NONE)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value());
+ animation.AnimateBetween(Property(actor, Actor::Property::CLIPPING_MODE), keyframes);
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (EXTENTS)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value(Property::EXTENTS)); // throws
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // non animateable target (RECTANGLE)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value(Property::MAP)); // throws
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes);
+ },
+ "Property type is not animatable");
+
+ DALI_TEST_ASSERTION(
+ {
+ // not mathing properties (VECTOR2, VECTOR4)
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value(Vector4(1, 2, 3, 4)));
+ animation.AnimateBetween(Property(actor, Actor::Property::MAXIMUM_SIZE), keyframes);
+ },
+ "Property and target types don't match");
+
+ DALI_TEST_ASSERTION(
+ {
+ // negative duration
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add(0.5f, Property::Value(Vector3(1, 2, 3)));
+ animation.AnimateBetween(Property(actor, Actor::Property::POSITION), keyframes, TimePeriod(-1));
+ },
+ "Duration must be >=0");
+
+ END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+ STOP,
+ CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod(TestFunction functionToTest, const char* testName)
+{
+ tet_printf("Testing %s\n", testName);
+
+ // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+ // This test checks that that is being done
+
+ const float durationSeconds(1.0f);
+ unsigned int halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+ const Vector3 originalPosition(Vector3::ZERO);
+ const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ const Vector3 halfWayToTarget(targetPosition * 0.5f);
+
+ struct ExpectedValue
+ {
+ Animation::EndAction endAction;
+ Vector3 expectedGetPropertyValue;
+ };
+
+ ExpectedValue expectedValueTable[] =
+ {
+ {Animation::BAKE, halfWayToTarget}, // When baking, the current value is the final value.
+ {Animation::BAKE_FINAL, targetPosition}, // When BakeFinal, we should jump to the final value when clearing or stopping.
+ {Animation::DISCARD, originalPosition}, // When discarding, we should jump back to the original value when clearing or stopping.
+ };
+ const auto expectedValueTableCount = sizeof(expectedValueTable) / sizeof(ExpectedValue);
+
+ for(auto i = 0u; i < expectedValueTableCount; ++i)
+ {
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetEndAction(expectedValueTable[i].endAction);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(halfAnimationDuration);
+
+ // Stop or Clear the animation early, both have the same effect
+ if(functionToTest == TestFunction::STOP)
+ {
+ animation.Stop();
+ }
+ else
+ {
+ animation.Clear();
+ }
+
+ // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+
+ // After one frame, both values should match regardless of the End Action
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), expectedValueTable[i].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION);
+ }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+ CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::STOP, "UtcDaliAnimationStopPropertyValue");
+ END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue01(void)
+{
+ CheckPropertyValuesWhenCallingAnimationMethod(TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue");
+ END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue02(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ const float durationSeconds(1.0f);
+ const Vector3 targetPosition1(10.0f, 10.0f, 10.0f);
+ const Vector3 targetPosition2(20.0f, 20.0f, 20.0f);
+
+ // Build the animation
+ Animation animation1 = Animation::New(durationSeconds);
+ animation1.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition1, AlphaFunction::LINEAR);
+ animation1.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+ // The event side property should be set the current value immediately
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition1, VECTOR3_EPSILON, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render(2u /*just beyond the animation duration*/);
+
+ // Build a new animation
+ Animation animation2 = Animation::New(durationSeconds);
+ animation2.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition2, AlphaFunction::LINEAR);
+ animation2.Play();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+ // The event side property should be set the current value immediately
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
+ // Clear the first animation after finished
+ animation1.Clear();
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds * 1000.0f) - 1u /*just less than the animation duration*/);
+
+ // The property should not be changed.
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), targetPosition2, VECTOR3_EPSILON, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+ const float durationSeconds(1.0f);
+ unsigned int halfAnimationDuration(static_cast<unsigned int>(durationSeconds * 1000.0f * 0.5f));
+ const Vector3 targetPosition(10.0f, 10.0f, 10.0f);
+ const Vector3 halfWayToTarget(targetPosition * 0.5f);
+
+ Animation::EndAction endActions[] =
+ {
+ Animation::BAKE,
+ Animation::BAKE_FINAL,
+ Animation::DISCARD,
+ };
+ const auto endActionCount = sizeof(endActions) / sizeof(endActions[0]);
+
+ // For all end actions, when pausing, we stay at the current value
+ for(auto i = 0u; i < endActionCount; ++i)
+ {
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ // Build the animation
+ Animation animation = Animation::New(durationSeconds);
+ animation.SetEndAction(endActions[i]);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+ // Start the animation
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(halfAnimationDuration);
+
+ // Puase the animation early
+ animation.Pause();
+
+ // The event side property should be set the current value immediately, the update side property will still only be halfway
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+
+ // After one frame, both values should match regardless of the End Action
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+ DALI_TEST_EQUALS(actor.GetCurrentProperty(Actor::Property::POSITION).Get<Vector3>(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION);
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+ TestApplication application;
+
+ auto actor = Actor::New();
+ application.GetScene().Add(actor);
+
+ auto animation = Animation::New(1.0f);
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION_X), 100.0f);
+ animation.SetLoopCount(2);
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(1001);
+
+ // One loop completed
+
+ application.Render(2005);
+ application.SendNotification();
+
+ // 2 loops should have completed
+ DALI_TEST_EQUALS(animation.GetCurrentLoop(), 2u, TEST_LOCATION);
+
+ // Another render needs to occur after all the loops end
+ application.SendNotification();
+ application.Render(1000);
+
+ // Stop the animation and use PlayFrom, previously we got an Assert here
+ animation.Stop();
+ animation.PlayFrom(0.5f);
+
+ application.SendNotification();
+ application.Render(1000);
+
+ DALI_TEST_EQUALS(animation.GetState(), Animation::PLAYING, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+ tet_infoline("Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+ TestApplication application;
+
+ auto actor = Actor::New();
+ actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+ application.GetScene().Add(actor);
+
+ auto animation = Animation::New(1.0f);
+ const float origY = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
+ animation.AnimateBy(Property(actor, Actor::Property::POSITION), Vector3(-30.0f, 0.0f, 0.0f), TimePeriod(1.0f, 1.0f));
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(500);
+
+ application.SendNotification();
+ application.Render(500);
+
+ application.SendNotification();
+ application.Render(500);
+
+ // Stop and clear the animation using the current values
+ animation.Stop();
+ animation.Clear();
+
+ // Check the y position, it should be the same as before
+ DALI_TEST_EQUALS(actor.GetProperty(Actor::Property::POSITION_Y).Get<float>(), origY, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+ tet_infoline("UtcDaliAnimationCountAndGetAnimationAt");
+
+ TestApplication application;
+
+ auto actor = Actor::New();
+ actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+ application.GetScene().Add(actor);
+
+ auto animation = Animation::New(1.0f);
+ const float origY = actor.GetProperty(Actor::Property::POSITION_Y).Get<float>();
+ animation.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3(150.0f, origY, 0.0f), TimePeriod(1.0f));
+ animation.Play();
+
+ application.SendNotification();
+ application.Render(500);
+
+ uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+ DALI_TEST_EQUALS(animationCount, 1, TEST_LOCATION);
+
+ DALI_TEST_CHECK(!Dali::DevelAnimation::GetAnimationAt(5));
+
+ Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt(0);
+ DALI_TEST_EQUALS(animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION);
+ DALI_TEST_EQUALS(animation.GetState(), animationReturned.GetState(), TEST_LOCATION);
+
+ // Stop and clear the animation using the current values
+ animation.Stop();
+ animation.Clear();
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ bool arg1(false);
+ instance.SetLooping(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetDurationNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ float arg1(0.0f);
+ instance.SetDuration(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetLoopCountNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetLoopCount();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetEndActionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Animation::EndAction arg1(Animation::BAKE);
+ instance.SetEndAction(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopCountNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ int arg1(0);
+ instance.SetLoopCount(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetPlayRangeNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Vector2 arg1;
+ instance.SetPlayRange(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative01(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ instance.AnimateBetween(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative02(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::Animation::Interpolation arg3(Animation::LINEAR);
+ instance.AnimateBetween(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative03(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::TimePeriod arg3(1.0f);
+ instance.AnimateBetween(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative04(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::TimePeriod arg3(1.0f);
+ Dali::Animation::Interpolation arg4(Animation::LINEAR);
+ instance.AnimateBetween(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative05(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::AlphaFunction arg3;
+ instance.AnimateBetween(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative06(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::AlphaFunction arg3;
+ Dali::Animation::Interpolation arg4(Animation::LINEAR);
+ instance.AnimateBetween(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative07(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::AlphaFunction arg3;
+ Dali::TimePeriod arg4(1.0f);
+ instance.AnimateBetween(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenNegative08(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::KeyFrames arg2;
+ Dali::AlphaFunction arg3;
+ Dali::TimePeriod arg4(1.0f);
+ Dali::Animation::Interpolation arg5(Animation::LINEAR);
+ instance.AnimateBetween(arg1, arg2, arg3, arg4, arg5);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationFinishedSignalNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.FinishedSignal();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentLoopNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetCurrentLoop();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Animation::LoopingMode arg1(Animation::RESTART);
+ instance.SetLoopingMode(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ float arg1(0.0f);
+ instance.SetSpeedFactor(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetCurrentProgressNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetCurrentProgress();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetCurrentProgressNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ float arg1(0.0f);
+ instance.SetCurrentProgress(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetDisconnectActionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Animation::EndAction arg1(Animation::BAKE);
+ instance.SetDisconnectAction(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationSetDefaultAlphaFunctionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::AlphaFunction arg1;
+ instance.SetDefaultAlphaFunction(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationHideNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ float arg2(0.0f);
+ instance.Hide(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.Play();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationShowNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ float arg2(0.0f);
+ instance.Show(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationStopNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.Stop();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationClearNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.Clear();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationPauseNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.Pause();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative01(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ Dali::Path arg2;
+ Dali::Vector3 arg3;
+ instance.Animate(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative02(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ Dali::Path arg2;
+ Dali::Vector3 arg3;
+ Dali::TimePeriod arg4(1.0f);
+ instance.Animate(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative03(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ Dali::Path arg2;
+ Dali::Vector3 arg3;
+ Dali::AlphaFunction arg4;
+ instance.Animate(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateNegative04(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Actor arg1;
+ Dali::Path arg2;
+ Dali::Vector3 arg3;
+ Dali::AlphaFunction arg4;
+ Dali::TimePeriod arg5(1.0f);
+ instance.Animate(arg1, arg2, arg3, arg4, arg5);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayFromNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ float arg1(0.0f);
+ instance.PlayFrom(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative01(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ instance.AnimateBy(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative02(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::TimePeriod arg3(1.0f);
+ instance.AnimateBy(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative03(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::AlphaFunction arg3;
+ instance.AnimateBy(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByNegative04(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::AlphaFunction arg3;
+ Dali::TimePeriod arg4(1.0f);
+ instance.AnimateBy(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative01(void)
+{
+ TestApplication application;
+ Dali::Actor actor;
+ Dali::Animation instance;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ instance.AnimateTo(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative02(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::TimePeriod arg3(1.0f);
+ instance.AnimateTo(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative03(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::AlphaFunction arg3;
+ instance.AnimateTo(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateToNegative04(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ Dali::Actor actor;
+ try
+ {
+ Dali::Property arg1(actor, Actor::Property::POSITION);
+ Dali::Property::Value arg2;
+ Dali::AlphaFunction arg3;
+ Dali::TimePeriod arg4(1.0f);
+ instance.AnimateTo(arg1, arg2, arg3, arg4);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ float arg1(0.0f);
+ instance.PlayAfter(arg1);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDurationNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetDuration();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetEndActionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetEndAction();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetPlayRangeNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetPlayRange();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetLoopingModeNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetLoopingMode();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetSpeedFactorNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetSpeedFactor();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDisconnectActionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetDisconnectAction();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetDefaultAlphaFunctionNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetDefaultAlphaFunction();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationGetStateNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.GetState();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliAnimationIsLoopingNegative(void)
+{
+ TestApplication application;
+ Dali::Animation instance;
+ try
+ {
+ instance.IsLooping();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative01(void)
+{
+ TestApplication application;
+ Dali::KeyFrames instance;
+ try
+ {
+ float arg1(0.0f);
+ Dali::Property::Value arg2;
+ instance.Add(arg1, arg2);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliKeyFramesAddNegative02(void)
+{
+ TestApplication application;
+ Dali::KeyFrames instance;
+ try
+ {
+ float arg1(0.0f);
+ Dali::Property::Value arg2;
+ Dali::AlphaFunction arg3;
+ instance.Add(arg1, arg2, arg3);
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
+ END_TEST;
+}
+
+int UtcDaliKeyFramesGetTypeNegative(void)
+{
+ TestApplication application;
+ Dali::KeyFrames instance;
+ try
+ {
+ instance.GetType();
+ DALI_TEST_CHECK(false); // Should not get here
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(true); // We expect an assert
+ }
END_TEST;
}