animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
// Play animation after the initial delay time
- DevelAnimation::PlayAfter( animation, 0.2f );
+ animation.PlayAfter( 0.2f );
application.SendNotification();
application.Render(0); // start animation
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) );
// Play animation after the initial delay time
- DevelAnimation::PlayAfter( animation, 0.2f );
+ animation.PlayAfter( 0.2f );
application.SendNotification();
application.Render(0); // start animation
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.
- DevelAnimation::PlayAfter( animation, -2.0f );
+ animation.PlayAfter( -2.0f );
application.SendNotification();
application.Render(0); // start animation
float durationSeconds( 1.0f );
Animation animation = Animation::New( durationSeconds );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::RESTART );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
- DevelAnimation::SetLoopingMode( animation, DevelAnimation::LoopingMode::AUTO_REVERSE );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::AUTO_REVERSE );
+ animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
// Start the animation
animation.Play();
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
- DevelAnimation::SetLoopingMode( animation, DevelAnimation::LoopingMode::AUTO_REVERSE );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::AUTO_REVERSE );
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
// Start the animation
animation.Play();
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
- DevelAnimation::SetLoopingMode( animation, DevelAnimation::LoopingMode::AUTO_REVERSE );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::AUTO_REVERSE );
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
// Start the animation
animation.Play();
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition );
- DevelAnimation::SetLoopingMode( animation, DevelAnimation::LoopingMode::AUTO_REVERSE );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::AUTO_REVERSE );
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
// Start the animation
animation.Play();
END_TEST;
}
+int UtcDaliAnimationSetLoopingModeP3(void)
+{
+ // Test Loop Count is 1 (== default) and Loop mode being set
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ END_TEST;
+}
+
int UtcDaliAnimationGetLoopingModeP(void)
{
TestApplication application;
Animation animation = Animation::New(1.0f);
// default mode
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::RESTART );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART );
- DevelAnimation::SetLoopingMode( animation, DevelAnimation::LoopingMode::AUTO_REVERSE );
- DALI_TEST_CHECK( DevelAnimation::GetLoopingMode( animation ) == DevelAnimation::AUTO_REVERSE );
+ animation.SetLoopingMode( Animation::AUTO_REVERSE );
+ DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE );
END_TEST;
}