/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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 <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/animation/animation-devel.h>
using std::max;
using namespace Dali;
static const float ROTATION_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
bool& mSignalReceived; // owned by individual tests
};
+// 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;
+};
+
} // anon namespace
int UtcDaliAnimationConstructorP(void)
END_TEST;
}
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetEndActionN(void)
{
TestApplication application;
END_TEST;
}
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationPlayOffStageDiscardP(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
Actor actor = Actor::New();
Vector3 basePosition(Vector3::ZERO);
DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
- // Not added to the stage!
+ // Not added to the stage yet!
// Build the animation
float durationSeconds(1.0f);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
+
+ // Add to the stage
+ Stage::GetCurrent().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.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+ // Remove from the stage
+ Stage::GetCurrent().Remove(actor);
+
+ 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.GetCurrentPosition(), 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.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+ // Add to the stage
+ Stage::GetCurrent().Add(actor);
+
+ 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.GetCurrentPosition(), Vector3(80,80,80), 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.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 );
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStageBakeFinalP(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.
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
+ // Not added to the stage!
+
+ // 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.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
// Add to the stage
Stage::GetCurrent().Add(actor);
// We didn't expect the animation to finish yet
application.SendNotification();
finishCheck.CheckSignalNotReceived();
- Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
// Remove from the stage
Stage::GetCurrent().Remove(actor);
// 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 );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final*/, TEST_LOCATION );
+
+ // Add to the stage
+ Stage::GetCurrent().Add(actor);
+
+ 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.GetCurrentPosition(), targetPosition /*bake final removed the */, 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.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 );
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStageBakeP(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.
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Vector3 basePosition(Vector3::ZERO);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION );
// Add to the stage
Stage::GetCurrent().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.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+ // Remove from the stage
+ Stage::GetCurrent().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.GetCurrentPosition(), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+
+ // Add back to the stage
+ Stage::GetCurrent().Add(actor);
+
+ application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(0.0f) );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+ // Remove from the stage
+ Stage::GetCurrent().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.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(0.0f) );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+ application.Render(static_cast<unsigned int>(0.0f) );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+ // Add back to the stage
+ Stage::GetCurrent().Add(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 );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) , TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// 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 );
END_TEST;
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Start the animation from 40% progress
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);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+ float current( actor.GetCurrentProperty< float >( index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+ int current( actor.GetCurrentProperty< int >( index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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 );
+ Stage::GetCurrent().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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+ Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index ));
+ 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 );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
+ 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 );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
END_TEST;
}
-int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
+int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
{
TestApplication application;
Actor actor = Actor::New();
- Vector3 startPosition(10.0f, 10.0f, 10.0f);
- actor.SetPosition(startPosition);
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- Vector3 targetPosition(20.0f, 20.0f, 20.0f);
- Vector3 relativePosition(targetPosition - startPosition);
- animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT);
+ 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 );
- Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
// 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 );
+ 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.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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);
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ 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);
+
+ // Start the animation
+ animation.Play();
+
+ bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
END_TEST;
}
+int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), 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.GetCurrentScale(), 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.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), 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.GetCurrentColor(), 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.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorColorComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), 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.GetCurrentColor(), 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.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetSize( 100.0f, 200.0f, 300.0f );
+ Vector3 relativeSize( targetSize - Vector3::ZERO );
+ animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
+
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), 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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ Vector3 targetSize( 100.0f, 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.GetCurrentSize(), 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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationAnimateByActorVisibilityP(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+
+ actor.SetVisible( false );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.IsVisible(), 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.IsVisible(), false, TEST_LOCATION ); // Not changed yet
+
+ application.SendNotification();
+ application.Render( 1000 ); // 1 second progress
+
+ DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliAnimationAnimateToBooleanP(void)
{
TestApplication application;
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
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*/);
// 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;
}
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 );
+ DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- float current( DevelHandle::GetCurrentProperty< float >( actor, index ) );
+ float current( actor.GetCurrentProperty< float >( index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- int current( DevelHandle::GetCurrentProperty< int >( actor, index ) );
+ int current( actor.GetCurrentProperty< int >( index ) );
DALI_TEST_CHECK( current > ninetyFivePercentProgress );
application.SendNotification();
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) );
+ Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) );
DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION );
- 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) );
+ 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 );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(2.0f);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
finishCheck.CheckSignalNotReceived();
// The position should have moved more, than with a linear alpha function
- Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) );
+ 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 );
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION );
// Build the animation
float durationSeconds(1.0f);
// 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 */);
// 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*/);
// 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;
}
Animation animation = Animation::New(durationSeconds);
Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetX(1.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetY(1.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToActorParentOriginZN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetZ(1.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetX(1.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetY(0.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
{
TestApplication application;
Animation animation = Animation::New(durationSeconds);
float targetZ(100.0f);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "Property is not animatable" );
+
END_TEST;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
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< 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);
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< 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.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< 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;
}
END_TEST;
}
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationKeyFrames02N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
keyFrames.Add(1.9f, false);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames03P(void)
+int UtcDaliAnimationKeyFrames03N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationKeyFrames04N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames05P(void)
+int UtcDaliAnimationKeyFrames05N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
keyFrames.Add(0.7f, 1.0f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationKeyFrames06N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
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);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
-int UtcDaliAnimationKeyFrames07P(void)
+int UtcDaliAnimationKeyFrames07N(void)
{
TestApplication application;
DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
- try
+ DALI_TEST_ASSERTION(
{
keyFrames.Add(0.7f, 1.1f);
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_PRINT_ASSERT( e );
- DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
- }
+ }, "mType == value.GetType()" );
+
END_TEST;
}
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< 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);
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.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.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( 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.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.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
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< 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);
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.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.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
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.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.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
application.SendNotification();
- DALI_TEST_EQUALS( 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.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.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
// We did expect the animation to finish
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< 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);
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.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.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.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.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
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< 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);
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.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.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.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.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
// Start the animation
animation.Play();
+ // Final key frame value should be retrievable straight away
+ DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
bool signalReceived(false);
AnimationFinishCheck finishCheck(signalReceived);
animation.FinishedSignal().Connect(&application, finishCheck);
// Start the animation
animation.Play();
+ // 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);
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< 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);
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.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.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.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.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
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< 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);
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.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.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.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.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
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< 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);
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.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.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.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.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
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< 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);
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.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.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.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.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
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< 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);
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.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.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.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.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
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< 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
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.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.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.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.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
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 );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION );
// Build the animation
float initialDurationSeconds(1.0f);
application.SendNotification();
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION );
- 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>(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*/);
// 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;
}
int startValue(0u);
Property::Index index = actor.RegisterProperty("anIndex", startValue);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
// Build the animation
// 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*/);
// 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;
}
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- try
+ 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);
- }
- catch ( Dali::DaliException& e )
- {
- DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
- }
-
+ }, "Target value is not animatable" );
END_TEST;
}
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- try
+ DALI_TEST_ASSERTION(
{
// Build the animation
Animation animation = Animation::New( 2.0f );
std::string relativeValue = "relative string";
animation.AnimateTo( 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 );
- }
+ }, "Target value is not animatable" );
END_TEST;
}
Stage::GetCurrent().Add(actor);
DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
- try
+ 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
-
- tet_result(TET_FAIL);
- }
- catch ( Dali::DaliException& e )
- {
- DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
- }
+ }, "Property type is not animatable" );
END_TEST;
}
DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 );
//////////////////////////////////////////////////////////////////////////////////
application.Render(5000); // After the animation is complete
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, 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 );
//////////////////////////////////////////////////////////////////////////////////
application.Render();
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 );
animation = Animation::New( 0.0f );
animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
application.Render(5000); // After the animation is complete
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, 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;
}
DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 );
//////////////////////////////////////////////////////////////////////////////////
application.Render(14000); // After the animation is complete
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, 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 );
//////////////////////////////////////////////////////////////////////////////////
application.Render();
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 );
animation = Animation::New( 0.0f );
animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
application.Render(14000); // After the animation is complete
DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, 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 );
+ Stage::GetCurrent().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 );
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that playing after 2 seconds\n");
+
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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 );
+ }
+
+ tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
+ // SpeedFactor < 0
+ {
+ Actor actor = Actor::New();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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 );
+ END_TEST;
+}
+
+int UtcDaliAnimationPlayAfterP4(void)
+{
+ TestApplication application;
+
+ tet_printf("Testing that PlayAfter with progress value\n");
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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 );
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP(void)
+{
+ // Test Loop forever and Loop mode being set
+ TestApplication application;
+ Stage stage( Stage::GetCurrent() );
+
+ // 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetLoopingModeP2(void)
+{
+ // Test Loop Count 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 );
+ 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.GetCurrentPosition(), 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.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 );
+ 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.GetCurrentPosition(), 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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ finishCheck.Reset();
+ }
+
+ 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( 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();
+ Stage::GetCurrent().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.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationMultipleProgressSignalsP(void)
+{
+ tet_infoline( "Multiple animations with different progress markers" );
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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::BakeFinal, 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();
+ Stage::GetCurrent().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 UtcDaliAnimationClearPropertyValue(void)
+{
+ CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+ END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+ 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 );
+
+ Animation::EndAction endActions[] =
+ {
+ Animation::Bake,
+ Animation::BakeFinal,
+ 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();
+ Stage::GetCurrent().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();
+ Stage::GetCurrent().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.SetPosition( 100.0f, 100.0f );
+ Stage::GetCurrent().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.SetPosition( 100.0f, 100.0f );
+ Stage::GetCurrent().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;
}