/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
END_TEST;
}
+
+// helper for next test
+void StringConstraintFunction( std::string& /* current */, const PropertyInputContainer& /* inputs */ )
+{
+}
+
+int UtcDaliConstraintNewFunctionNonConstrainableTypeN(void)
+{
+ // Ensure that we can create a constraint using a C function and that it is called.
+
+ TestApplication application;
+ UtcDaliConstraintNewFunction::gConstraintFunctionCalled = false;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ try
+ {
+ // Add a constraint
+ Constraint constraint = Constraint::New< std::string >( actor, Actor::Property::COLOR_MODE, &StringConstraintFunction );
+ DALI_TEST_CHECK( constraint );
+ constraint.Apply();
+ tet_result(TET_FAIL);
+ }
+ catch ( Dali::DaliException& e )
+ {
+ DALI_TEST_ASSERT( e, "Property not constrainable", TEST_LOCATION );
+ }
+
+ END_TEST;
+}
+
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Reset
calledCount = 0;
- // Ensure constraint isn't called again if scene doesn't change
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( calledCount, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( calledCount, 1, TEST_LOCATION );
// Apply the clone constraint
constraintClone.Apply();
application.SendNotification();
application.Render();
- // Should only be called once for the new constraint clone ONLY
- DALI_TEST_EQUALS( calledCount, 1, TEST_LOCATION );
+ // Should be called once for the new constraint clone and once for the original constraint
+ DALI_TEST_EQUALS( calledCount, 3, TEST_LOCATION );
// Reset
calledCount = 0;
Actor actor = Actor::New();
Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_EQUALS( constraint.GetTargetProperty(), Actor::Property::POSITION, TEST_LOCATION );
+ DALI_TEST_EQUALS( constraint.GetTargetProperty(), (Property::Index)Actor::Property::POSITION, TEST_LOCATION );
END_TEST;
}
application.SendNotification();
application.Render();
- // Constraint should not have been called as the input-properties (none) have not changed for the constraint
- DALI_TEST_EQUALS( count, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( count, 1, TEST_LOCATION );
// Reset
count = 0;
END_TEST;
}
-int UtcDaliConstraintTestPropertyTypesN(void)
+///////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////
+namespace
+{
+void SetHalfOpacity( Vector4& current, const PropertyInputContainer& inputs )
{
- // unsigned int not supported so we should assert
+ current.a = 0.5f;
+}
+} // unnamed namespace
- try
- {
- TestPropertyTypes::Execute< unsigned int >( 0u );
- DALI_TEST_CHECK( false ); // Should not come here
- }
- catch( ... )
- {
- DALI_TEST_CHECK( true );
- }
+int UtcDaliConstraintEnsureResetterAppliedOnStageRemoval(void)
+{
+ // Ensure BOTH double-buffered values of our color property is reset when a constraint is applied to it.
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Check initial value is fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Create a constraint whose value is discarded when it is removed
+ Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
+ constraint.SetRemoveAction( Constraint::RemoveAction::Discard );
+ constraint.Apply();
+ // Check value after one render, it should be constrained
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render another frame, ensure the other value has also been updated
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Remove the actor from the stage and delete the constraint
+ actor.Unparent();
+ constraint.Remove();
+ constraint.Reset();
+
+ // Check value while off-stage, it should be fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Add the actor back to the stage and check the value, it should be fully opaque again
+ Stage::GetCurrent().Add( actor );
+
+ // Check value when back on-stage, it should be fully opaque as the constraint is no longer applied to it.
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Render for another frame to ensure both buffers have the correct value
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
END_TEST;
}
-///////////////////////////////////////////////////////////////////////////////
+int UtcDaliConstraintOnActorAddedAndRemoved(void)
+{
+ // Ensure adding and removing an actor from stage with a constraint still has it applied when it is re-added back to the stage
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ // Check initial value is fully opaque
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Create a constraint whose value is discarded when it is removed
+ Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
+ constraint.SetRemoveAction( Constraint::RemoveAction::Discard );
+ constraint.Apply();
+
+ // Check value after one render, it should be constrained
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render another frame, ensure the other value has also been updated
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Remove the actor from the stage
+ actor.Unparent();
+
+ // Check value while off-stage, the constraint is no longer being applied as it's off-stage
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Check the other buffer, the constraint should not be applied to this either.
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 1.0f, TEST_LOCATION );
+
+ // Add the actor back to the stage and check the value, the constraint should have been re-applied
+ Stage::GetCurrent().Add( actor );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ // Render for another frame to ensure both buffers have the correct value
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.5f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+///////////////////////////////////////////////////////////////////////////////