*
*/
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
///////////////////////////////////////////////////////////////////////////////
namespace
{
-
struct PropertyInputImpl : public PropertyInput
{
public:
-
// Constants
- static const bool BOOLEAN_VALUE;
- static const float FLOAT_VALUE;
- static const int INTEGER_VALUE;
- static const Vector2 VECTOR2_VALUE;
- static const Vector3 VECTOR3_VALUE;
- static const Vector4 VECTOR4_VALUE;
- static const Matrix3 MATRIX3_VALUE;
- static const Matrix MATRIX_VALUE;
+ static const bool BOOLEAN_VALUE;
+ static const float FLOAT_VALUE;
+ static const int INTEGER_VALUE;
+ static const Vector2 VECTOR2_VALUE;
+ static const Vector3 VECTOR3_VALUE;
+ static const Vector4 VECTOR4_VALUE;
+ static const Matrix3 MATRIX3_VALUE;
+ static const Matrix MATRIX_VALUE;
static const Quaternion QUATERNION_VALUE;
// Construction & Destruction
- PropertyInputImpl( Property::Type type ) : mType( type ) { }
- virtual ~PropertyInputImpl() { }
+ PropertyInputImpl(Property::Type type)
+ : mType(type)
+ {
+ }
+ virtual ~PropertyInputImpl()
+ {
+ }
// Methods
- Property::Type GetType() const { return mType; }
+ Property::Type GetType() const
+ {
+ return mType;
+ }
// Virtual Methods
- virtual const bool& GetBoolean() const { return BOOLEAN_VALUE; }
- virtual const float& GetFloat() const { return FLOAT_VALUE; }
- virtual const int& GetInteger() const { return INTEGER_VALUE; }
- virtual const Vector2& GetVector2() const { return VECTOR2_VALUE; }
- virtual const Vector3& GetVector3() const { return VECTOR3_VALUE; }
- virtual const Vector4& GetVector4() const { return VECTOR4_VALUE; }
- virtual const Matrix3& GetMatrix3() const { return MATRIX3_VALUE; }
- virtual const Matrix& GetMatrix() const { return MATRIX_VALUE; }
- virtual const Quaternion& GetQuaternion() const { return QUATERNION_VALUE; }
+ virtual const bool& GetBoolean() const
+ {
+ return BOOLEAN_VALUE;
+ }
+ virtual const float& GetFloat() const
+ {
+ return FLOAT_VALUE;
+ }
+ virtual const int& GetInteger() const
+ {
+ return INTEGER_VALUE;
+ }
+ virtual const Vector2& GetVector2() const
+ {
+ return VECTOR2_VALUE;
+ }
+ virtual const Vector3& GetVector3() const
+ {
+ return VECTOR3_VALUE;
+ }
+ virtual const Vector4& GetVector4() const
+ {
+ return VECTOR4_VALUE;
+ }
+ virtual const Matrix3& GetMatrix3() const
+ {
+ return MATRIX3_VALUE;
+ }
+ virtual const Matrix& GetMatrix() const
+ {
+ return MATRIX_VALUE;
+ }
+ virtual const Quaternion& GetQuaternion() const
+ {
+ return QUATERNION_VALUE;
+ }
// Data
Property::Type mType;
};
-const bool PropertyInputImpl::BOOLEAN_VALUE = true;
-const float PropertyInputImpl::FLOAT_VALUE = 123.0f;
-const int PropertyInputImpl::INTEGER_VALUE = 456;
-const Vector2 PropertyInputImpl::VECTOR2_VALUE = Vector2( 10.0f, 20.0f );
-const Vector3 PropertyInputImpl::VECTOR3_VALUE = Vector3( 30.0f, 40.0f, 50.0f );
-const Vector4 PropertyInputImpl::VECTOR4_VALUE = Vector4( 60.0f, 70.0f, 80.0f, 90.0f );
-const Matrix3 PropertyInputImpl::MATRIX3_VALUE ( 1.0f, 2.0f, 3.0f,
- 4.0f, 5.0f, 6.0f,
- 7.0f, 8.0f, 9.0f );
-const Matrix PropertyInputImpl::MATRIX_VALUE = Matrix::IDENTITY;
-const Quaternion PropertyInputImpl::QUATERNION_VALUE ( 1.0f, 2.0f, 3.0f, 4.0f );
+const bool PropertyInputImpl::BOOLEAN_VALUE = true;
+const float PropertyInputImpl::FLOAT_VALUE = 123.0f;
+const int PropertyInputImpl::INTEGER_VALUE = 456;
+const Vector2 PropertyInputImpl::VECTOR2_VALUE = Vector2(10.0f, 20.0f);
+const Vector3 PropertyInputImpl::VECTOR3_VALUE = Vector3(30.0f, 40.0f, 50.0f);
+const Vector4 PropertyInputImpl::VECTOR4_VALUE = Vector4(60.0f, 70.0f, 80.0f, 90.0f);
+const Matrix3 PropertyInputImpl::MATRIX3_VALUE(1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f);
+const Matrix PropertyInputImpl::MATRIX_VALUE = Matrix::IDENTITY;
+const Quaternion PropertyInputImpl::QUATERNION_VALUE(1.0f, 2.0f, 3.0f, 4.0f);
struct Vector3PropertyInput : public PropertyInputImpl
{
public:
-
// Construction & Destruction
- Vector3PropertyInput( Vector3& value )
- : PropertyInputImpl( Property::VECTOR3 ),
- mValue( value )
+ Vector3PropertyInput(Vector3& value)
+ : PropertyInputImpl(Property::VECTOR3),
+ mValue(value)
{
}
struct QuaternionPropertyInput : public PropertyInputImpl
{
public:
-
// Construction & Destruction
- QuaternionPropertyInput( Quaternion& value )
- : PropertyInputImpl( Property::ROTATION ),
- mValue( value )
+ QuaternionPropertyInput(Quaternion& value)
+ : PropertyInputImpl(Property::ROTATION),
+ mValue(value)
{
}
int UtcDaliConstraintsEqualToConstraintFloat(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::FLOAT );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::FLOAT);
+ inputs.PushBack(&input);
float value = 0.0f;
- DALI_TEST_CHECK( value != PropertyInputImpl::FLOAT_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::FLOAT_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::FLOAT_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::FLOAT_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintVector2(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR2 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR2);
+ inputs.PushBack(&input);
Vector2 value;
- DALI_TEST_CHECK( value != PropertyInputImpl::VECTOR2_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::VECTOR2_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::VECTOR2_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::VECTOR2_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintVector3(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR3 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR3);
+ inputs.PushBack(&input);
Vector3 value;
- DALI_TEST_CHECK( value != PropertyInputImpl::VECTOR3_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::VECTOR3_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::VECTOR3_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::VECTOR3_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintVector4(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR4 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR4);
+ inputs.PushBack(&input);
Vector4 value;
- DALI_TEST_CHECK( value != PropertyInputImpl::VECTOR4_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::VECTOR4_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::VECTOR4_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::VECTOR4_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintQuaternion(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::ROTATION );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::ROTATION);
+ inputs.PushBack(&input);
Quaternion value;
- DALI_TEST_CHECK( value != PropertyInputImpl::QUATERNION_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::QUATERNION_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::QUATERNION_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::QUATERNION_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintMatrix3(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::MATRIX3 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::MATRIX3);
+ inputs.PushBack(&input);
Matrix3 value;
- DALI_TEST_CHECK( value != PropertyInputImpl::MATRIX3_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::MATRIX3_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::MATRIX3_VALUE, 0.1f, TEST_LOCATION);
+ DALI_TEST_EQUALS(value, PropertyInputImpl::MATRIX3_VALUE, 0.1f, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsEqualToConstraintMatrix(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::MATRIX );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::MATRIX);
+ inputs.PushBack(&input);
Matrix value;
- DALI_TEST_CHECK( value != PropertyInputImpl::MATRIX_VALUE );
+ DALI_TEST_CHECK(value != PropertyInputImpl::MATRIX_VALUE);
EqualToConstraint constraint;
- constraint( value, inputs );
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::MATRIX_VALUE, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::MATRIX_VALUE, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsRelativeToConstraintUsingFloat(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR3 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR3);
+ inputs.PushBack(&input);
Vector3 value;
- DALI_TEST_EQUALS( value, Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, Vector3::ZERO, TEST_LOCATION);
- const float scale( 4.0f );
- RelativeToConstraint constraint( scale );
- constraint( value, inputs );
+ const float scale(4.0f);
+ RelativeToConstraint constraint(scale);
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::VECTOR3_VALUE * scale, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::VECTOR3_VALUE * scale, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsRelativeToConstraintUsingVector3(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR3 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR3);
+ inputs.PushBack(&input);
Vector3 value;
- DALI_TEST_EQUALS( value, Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, Vector3::ZERO, TEST_LOCATION);
- const Vector3 scale( 4.0f, 5.0f, 6.0f );
- RelativeToConstraint constraint( scale );
- constraint( value, inputs );
+ const Vector3 scale(4.0f, 5.0f, 6.0f);
+ RelativeToConstraint constraint(scale);
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::VECTOR3_VALUE * scale, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::VECTOR3_VALUE * scale, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintsRelativeToConstraintFloat(void)
{
PropertyInputContainer inputs;
- PropertyInputImpl input( Property::VECTOR3 );
- inputs.PushBack( &input );
+ PropertyInputImpl input(Property::VECTOR3);
+ inputs.PushBack(&input);
- const float scale( 4.0f );
+ const float scale(4.0f);
float value = 0.0f;
- DALI_TEST_CHECK( value != PropertyInputImpl::FLOAT_VALUE * scale );
+ DALI_TEST_CHECK(value != PropertyInputImpl::FLOAT_VALUE * scale);
- RelativeToConstraintFloat constraint( scale );
- constraint( value, inputs );
+ RelativeToConstraintFloat constraint(scale);
+ constraint(value, inputs);
- DALI_TEST_EQUALS( value, PropertyInputImpl::FLOAT_VALUE * scale, TEST_LOCATION );
+ DALI_TEST_EQUALS(value, PropertyInputImpl::FLOAT_VALUE * scale, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::WORLD_ORIENTATION ), Quaternion::IDENTITY, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Quaternion>(Actor::Property::WORLD_ORIENTATION), Quaternion::IDENTITY, TEST_LOCATION);
- Vector3 targetPosition;
- Vector3 cameraPosition;
+ Vector3 targetPosition;
+ Vector3 cameraPosition;
Quaternion targetOrientation;
- Vector3PropertyInput targetPositionProperty( targetPosition );
- Vector3PropertyInput cameraPositionProperty( cameraPosition );
- QuaternionPropertyInput targetOrientationProperty( targetOrientation );
+ Vector3PropertyInput targetPositionProperty(targetPosition);
+ Vector3PropertyInput cameraPositionProperty(cameraPosition);
+ QuaternionPropertyInput targetOrientationProperty(targetOrientation);
PropertyInputContainer inputs;
- inputs.PushBack( &targetPositionProperty );
- inputs.PushBack( &cameraPositionProperty );
- inputs.PushBack( &targetOrientationProperty );
+ inputs.PushBack(&targetPositionProperty);
+ inputs.PushBack(&cameraPositionProperty);
+ inputs.PushBack(&targetOrientationProperty);
Quaternion current;
// 180 degrees round y
- targetPosition = Vector3::ZERO;
- cameraPosition = Vector3( 0.0f, 0.0f, 1.0f );
+ targetPosition = Vector3::ZERO;
+ cameraPosition = Vector3(0.0f, 0.0f, 1.0f);
targetOrientation = Quaternion::IDENTITY;
- Quaternion lookAtOrientation( Quaternion( Radian( Math::PI ), Vector3::YAXIS ) );
- LookAt( current, inputs );
- DALI_TEST_EQUALS( current, lookAtOrientation, TEST_LOCATION );
+ Quaternion lookAtOrientation(Quaternion(Radian(Math::PI), Vector3::YAXIS));
+ LookAt(current, inputs);
+ DALI_TEST_EQUALS(current, lookAtOrientation, TEST_LOCATION);
// 180 degrees round y * -45 degrees round x
- targetPosition = Vector3::ZERO;
- cameraPosition = Vector3( 0.0f, -1.0f, 1.0f );
+ targetPosition = Vector3::ZERO;
+ cameraPosition = Vector3(0.0f, -1.0f, 1.0f);
targetOrientation = Quaternion::IDENTITY;
- lookAtOrientation = Quaternion( Radian( Math::PI ), Vector3::YAXIS ) * Quaternion( Radian( Math::PI * 0.25f ), -Vector3::XAXIS );
- LookAt( current, inputs );
- DALI_TEST_EQUALS( current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION );
+ lookAtOrientation = Quaternion(Radian(Math::PI), Vector3::YAXIS) * Quaternion(Radian(Math::PI * 0.25f), -Vector3::XAXIS);
+ LookAt(current, inputs);
+ DALI_TEST_EQUALS(current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION);
// 180 degrees round y * -45 degrees round x at different points
- targetPosition = Vector3( 0.0f, 1.0f, -1.0f );
- cameraPosition = Vector3::ZERO;
+ targetPosition = Vector3(0.0f, 1.0f, -1.0f);
+ cameraPosition = Vector3::ZERO;
targetOrientation = Quaternion::IDENTITY;
- lookAtOrientation = Quaternion( Radian( Math::PI ), Vector3::YAXIS ) * Quaternion( Radian( Math::PI * 0.25f ), -Vector3::XAXIS );
- LookAt( current, inputs );
- DALI_TEST_EQUALS( current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION );
+ lookAtOrientation = Quaternion(Radian(Math::PI), Vector3::YAXIS) * Quaternion(Radian(Math::PI * 0.25f), -Vector3::XAXIS);
+ LookAt(current, inputs);
+ DALI_TEST_EQUALS(current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION);
// 225 degrees round y
- targetPosition = Vector3( -1.0f, 0.0f, 0.0f );
- cameraPosition = Vector3( 0.0f, 0.0f, 1.0f );
+ targetPosition = Vector3(-1.0f, 0.0f, 0.0f);
+ cameraPosition = Vector3(0.0f, 0.0f, 1.0f);
targetOrientation = Quaternion::IDENTITY;
- lookAtOrientation = Quaternion( Radian( Math::PI * 1.25), Vector3::YAXIS );
- LookAt( current, inputs );
- DALI_TEST_EQUALS( current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION );
+ lookAtOrientation = Quaternion(Radian(Math::PI * 1.25), Vector3::YAXIS);
+ LookAt(current, inputs);
+ DALI_TEST_EQUALS(current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION);
// 180 degrees round y * -45 degrees round x, Up Vector: 180 degrees
- targetPosition = Vector3::ZERO;
- cameraPosition = Vector3( 0.0f, -1.0f, 1.0f );
- targetOrientation = Quaternion( Radian( Math::PI ), Vector3::ZAXIS );
- lookAtOrientation = Quaternion( Radian( Math::PI ), Vector3::YAXIS ) * Quaternion( Radian( Math::PI * 0.25f ), -Vector3::XAXIS ) * Quaternion( Radian( Math::PI ), -Vector3::ZAXIS );
- LookAt( current, inputs );
- DALI_TEST_EQUALS( current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION );
+ targetPosition = Vector3::ZERO;
+ cameraPosition = Vector3(0.0f, -1.0f, 1.0f);
+ targetOrientation = Quaternion(Radian(Math::PI), Vector3::ZAXIS);
+ lookAtOrientation = Quaternion(Radian(Math::PI), Vector3::YAXIS) * Quaternion(Radian(Math::PI * 0.25f), -Vector3::XAXIS) * Quaternion(Radian(Math::PI), -Vector3::ZAXIS);
+ LookAt(current, inputs);
+ DALI_TEST_EQUALS(current, lookAtOrientation, Math::MACHINE_EPSILON_10, TEST_LOCATION);
END_TEST;
}
int UtcDaliPropertyInputGetExtension(void)
{
- PropertyInputImpl input( Property::BOOLEAN );
- DALI_TEST_CHECK( input.GetExtension() == NULL );
+ PropertyInputImpl input(Property::BOOLEAN);
+ DALI_TEST_CHECK(input.GetExtension() == NULL);
END_TEST;
}