/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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/dali-test-suite-utils.h"
#include <mesh-builder.h>
END_TEST;
}
-int UtcDaliHandleGetPropertyIndex(void)
+int UtcDaliHandleGetPropertyIndex01(void)
{
tet_infoline("Positive Test Dali::Handle::GetPropertyIndex()");
TestApplication application;
END_TEST;
}
+int UtcDaliHandleGetPropertyIndex02(void)
+{
+ tet_infoline("Positive Test Dali::Handle::GetPropertyIndex() int key");
+ TestApplication application;
+
+ Stage stage = Stage::GetCurrent();
+
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ const unsigned int defaultPropertyCount = actor.GetPropertyCount();
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
+
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
+
+ Property::Index index1 = actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ Property::Index index2 = DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ Property::Index index3 = actor.RegisterProperty( "MyPropertyTwo", Vector3::ONE );
+ Property::Index index4 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+ Property::Index index5 = actor.RegisterProperty( "MyPropertyThree", Vector3::ONE );
+
+ application.SendNotification();
+ application.Render();
+
+ // Test that we can get the property index from the integer key
+ Property::Index testIndex1 = DevelHandle::GetPropertyIndex( actor, key1 );
+ Property::Index testIndex2 = DevelHandle::GetPropertyIndex( actor, key2 );
+
+ DALI_TEST_EQUALS( index2, testIndex1, TEST_LOCATION );
+ DALI_TEST_EQUALS( index4, testIndex2, TEST_LOCATION );
+
+ // Test that we keep the same indices on the named properties
+ Property::Index testIndex = actor.GetPropertyIndex("MyPropertyOne");
+ DALI_TEST_EQUALS(testIndex, index1, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("MyPropertyTwo");
+ DALI_TEST_EQUALS(testIndex, index3, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("MyPropertyThree");
+ DALI_TEST_EQUALS(testIndex, index5, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("sideColor");
+ DALI_TEST_EQUALS(testIndex, index2, TEST_LOCATION);
+ testIndex = actor.GetPropertyIndex("iceCream");
+ DALI_TEST_EQUALS(testIndex, index4, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(defaultPropertyCount+5, actor.GetPropertyCount(), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliHandleGetPropertyIndex03(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+
+ std::string myName("croydon");
+ Property::Index intKey = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Value value( Color::GREEN );
+ Property::Index myIndex = DevelHandle::RegisterProperty( actor, intKey, myName, value );
+
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, intKey ), TEST_LOCATION );
+
+ Property::Key key1(myName);
+ Property::Key key2(intKey);
+
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, key1 ), TEST_LOCATION );
+ DALI_TEST_EQUALS( myIndex, DevelHandle::GetPropertyIndex( actor, key2 ), TEST_LOCATION );
+ END_TEST;
+}
+
+
int UtcDaliHandleIsPropertyWritable(void)
{
tet_infoline("Positive Test Dali::Handle::IsPropertyWritable()");
DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_GREEN ) );
DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_BLUE ) );
DALI_TEST_CHECK( true == actor.IsPropertyWritable( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyWritable( DevelActor::Property::OPACITY ) );
// World-properties are not writable:
DALI_TEST_CHECK( false == actor.IsPropertyWritable( Actor::Property::WORLD_POSITION ) );
DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_GREEN ) );
DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_BLUE ) );
DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAnimatable( DevelActor::Property::OPACITY ) );
// World-properties can not be animated
DALI_TEST_CHECK( false == actor.IsPropertyAnimatable( Actor::Property::WORLD_POSITION ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_GREEN ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_BLUE ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::COLOR_ALPHA ) );
+ DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( DevelActor::Property::OPACITY ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_POSITION ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_ORIENTATION ) );
DALI_TEST_CHECK( true == actor.IsPropertyAConstraintInput( Actor::Property::WORLD_SCALE ) );
END_TEST;
}
-int UtcDaliHandleNonAnimtableProperties(void)
+int UtcDaliHandleNonAnimatableProperties(void)
{
tet_infoline("Test Non Animatable Properties");
TestApplication application;
Actor actor = Actor::New();
- Property::Index nonAnimStringIndex = actor.RegisterProperty( "manFromDelmonte", std::string("no"), Property::READ_WRITE);
+ Property::Index nonAnimStringIndex = actor.RegisterProperty( "manFromDelmonte", std::string("no"), Property::READ_WRITE);
//// modify writable?
- try
- {
- actor.SetProperty( nonAnimStringIndex, Property::Value("yes") );
- }
- catch (Dali::DaliException& e)
- {
- DALI_TEST_CHECK(!"exception");
- }
+ actor.SetProperty( nonAnimStringIndex, Property::Value("yes") );
DALI_TEST_CHECK( "yes" == actor.GetProperty( nonAnimStringIndex ).Get<std::string>() );
DALI_TEST_CHECK(!actor.IsPropertyAnimatable(readonly));
DALI_TEST_CHECK(!actor.IsPropertyWritable(readonly));
- bool exception = false;
- try
- {
- actor.SetProperty( readonly, Property::Value(1.f) );
- }
- catch (Dali::DaliException& e)
- {
- exception = true;
- }
-
- DALI_TEST_CHECK(!exception);// trying to set a read-only property is a no-op
+ actor.SetProperty( readonly, Property::Value(1.f) );
+ // trying to set a read-only property is a no-op
DALI_TEST_EQUALS( 0.f, actor.GetProperty( readonly ).Get<float>(), TEST_LOCATION );
DALI_TEST_CHECK(actor.IsPropertyAnimatable(write_anim));
DALI_TEST_CHECK(actor.IsPropertyWritable(write_anim));
- exception = false;
- try
- {
- actor.SetProperty( write_anim, Property::Value(1.f) );
- }
- catch (Dali::DaliException& e)
- {
- exception = true;
- }
-
- DALI_TEST_CHECK(!exception);
+ actor.SetProperty( write_anim, Property::Value(1.f) );
- //// animate a non animatable property is a noop?
+ //// animate a non animatable property throws
float durationSeconds(2.0f);
Animation animation = Animation::New(durationSeconds);
bool relativeValue(true);
-
- exception = false;
-
try
{
animation.AnimateBy(Property(actor, nonAnimStringIndex), relativeValue, AlphaFunction::EASE_IN);
- animation.Play();
- application.SendNotification();
- application.Render(static_cast<unsigned int>(durationSeconds*0100.0f)/* some progress */);
}
- catch (Dali::DaliException& e)
+ catch ( Dali::DaliException& e )
{
- exception = true;
+ DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
}
- DALI_TEST_CHECK(!exception);
DALI_TEST_EQUALS( "yes", actor.GetProperty( nonAnimStringIndex ).Get<std::string>(), TEST_LOCATION );
END_TEST;
array->PushBack( "a string" );
array->PushBack( Property::Value( Vector3(1,2,3) ) );
- DALI_TEST_EQUALS( 3, array->Count(), TEST_LOCATION );
+ DALI_TEST_EQUALS( 3u, array->Count(), TEST_LOCATION );
Property::Index propertyIndex = actor.RegisterProperty( "composite", value, Property::READ_WRITE );
END_TEST;
}
-int UtcDaliHandleRegisterProperty(void)
+int UtcDaliHandleRegisterProperty01(void)
{
tet_infoline("Positive Test Dali::Handle::RegisterProperty()");
TestApplication application;
END_TEST;
}
+int UtcDaliHandleRegisterProperty02(void)
+{
+ tet_infoline("Positive Test Dali::Handle::RegisterProperty() int key");
+ TestApplication application;
+
+ Stage stage = Stage::GetCurrent();
+
+ Actor actor = Actor::New();
+ stage.Add( actor );
+
+ const unsigned int defaultPropertyCount = actor.GetPropertyCount();
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
+
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
+
+ Property::Index index1 = actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ Property::Index index2 = DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ Property::Index index3 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 3, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index1 ), Vector3::ONE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index2 ), testColor, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index3 ), withFlake, TEST_LOCATION );
+
+ // No new property should be registered when we call the below functions
+ Property::Index testIndex2 = actor.RegisterProperty( "iceCream", 2200.f );
+ Property::Index testIndex1 = actor.RegisterProperty( "sideColor", Color::BLACK );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( index2, testIndex1, TEST_LOCATION ); // We should have the same index as per the first registration
+ DALI_TEST_EQUALS( index3, testIndex2, TEST_LOCATION ); // We should have the same index as per the first registration
+ DALI_TEST_EQUALS( actor.GetPropertyCount(), defaultPropertyCount + 3, TEST_LOCATION ); // Property count should be the same
+ DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index2 ), Color::BLACK, TEST_LOCATION ); // Value should be what we sent on second RegisterProperty call
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index3 ), 2200.f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+
int UtcDaliHandleGetProperty(void)
{
tet_infoline("Positive Test Dali::Handle::GetProperty()");
// Actor
Actor actor = Actor::New();
actor.GetPropertyIndices( indices );
- DALI_TEST_CHECK( indices.Size() );
- DALI_TEST_EQUALS( indices.Size(), actor.GetPropertyCount(), TEST_LOCATION );
+ int numDefaultProperties = indices.Size();
+ DALI_TEST_CHECK( numDefaultProperties > 0 );
+ DALI_TEST_EQUALS( numDefaultProperties, actor.GetPropertyCount(), TEST_LOCATION );
+
+ const Vector4 testColor(0.5f, 0.2f, 0.9f, 1.0f);
+ const float withFlake(99.f);
+
+ Property::Index key1 = CORE_PROPERTY_MAX_INDEX+1;
+ Property::Index key2 = CORE_PROPERTY_MAX_INDEX+2;
+
+ actor.RegisterProperty( "MyPropertyOne", Vector3::ONE );
+ DevelHandle::RegisterProperty( actor, key1, "sideColor", testColor);
+ actor.RegisterProperty( "MyPropertyTwo", 1234 );
+ Property::Index index4 = DevelHandle::RegisterProperty( actor, key2, "iceCream", withFlake );
+ actor.RegisterProperty( "MyPropertyThree", Vector2(.2f,.7f) );
+
+ actor.GetPropertyIndices( indices );
+
+ DALI_TEST_EQUALS( indices.Size(), numDefaultProperties + 5, TEST_LOCATION );
+ DALI_TEST_EQUALS( indices[indices.Size()-2], index4, TEST_LOCATION );
+
END_TEST;
}
{
TestApplication application;
- Handle handle = WeightObject::New();;
+ Handle handle = WeightObject::New();
DALI_TEST_CHECK( handle.GetProperty<float>(WeightObject::WEIGHT) == 0.0f );
+ // process the message so scene object is added to update manager
+ application.SendNotification();
+ application.Render(0);
+
+ // no message to release scene object in this scenario
+
+ END_TEST;
+}
+
+int UtcDaliHandleWeightNew2(void)
+{
+ TestApplication application;
+
+ // scope for the weight object
+ {
+ Handle handle = WeightObject::New();
+ DALI_TEST_CHECK( handle.GetProperty<float>(WeightObject::WEIGHT) == 0.0f );
+
+ // process the message so scene object is added to update manager
+ application.SendNotification();
+ application.Render(0);
+ }
+ // handle out of scope so object gets destroyed
+ // process the message so update manager destroys the scene object
+ application.SendNotification();
+ application.Render(0);
+
+ END_TEST;
+}
+
+int UtcDaliHandleSetTypeInfo(void)
+{
+ TestApplication application;
+ TypeRegistry typeRegistry = TypeRegistry::Get();
+
+ TypeInfo typeInfo = typeRegistry.GetTypeInfo( "Actor" );
+ DALI_TEST_CHECK( typeInfo );
+
+ Actor actor = Actor::DownCast(typeInfo.CreateInstance());
+ DALI_TEST_CHECK( actor );
+
+ DevelHandle::SetTypeInfo(actor, typeInfo);
+
+ TypeInfo newTypeInfo;
+ bool success = actor.GetTypeInfo( newTypeInfo );
+ DALI_TEST_CHECK( success );
+
+ DALI_TEST_CHECK(typeInfo.GetName() == newTypeInfo.GetName());
+ DALI_TEST_CHECK(typeInfo.GetBaseName() == newTypeInfo.GetBaseName());
+
+ END_TEST;
+}
+
+int UtcDaliHandleCustomPropertySynchronousGetSet(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and set the value ensuring it can be retrieved synchronously" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+
+ tet_infoline( "Create the custom property with an initial value" );
+ float startValue(1.0f);
+ Property::Index index = actor.RegisterProperty( "testProperty", startValue );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), startValue, TEST_LOCATION );
+
+ tet_infoline( "Set the value, retrieve it and ensure both the synchronous and the async version work" );
+ actor.SetProperty( index, 5.0f );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 5.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION );
+
+ tet_infoline( "Render and retrieve values again" );
+ application.SendNotification();
+ application.Render(0);
+
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 5.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), 5.0f, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliHandleCustomPropertyGetType(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and retrieve its type" );
+
+ Handle handle = Handle::New();
+ Property::Index index = handle.RegisterProperty( "testProperty", 1.0f );
+ DALI_TEST_EQUALS( handle.GetPropertyType( index ), Property::FLOAT, TEST_LOCATION );
+
END_TEST;
}
+int UtcDaliHandleCustomPropertyAccessMode(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Create a custom property and retrieve whether it's animatable etc." );
+
+ Handle handle = Handle::New();
+ Property::Index index = handle.RegisterProperty( "testProperty", 1.0f );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), true, TEST_LOCATION );
+
+ index = handle.RegisterProperty( "testProperty2", 1.0f, Property::READ_ONLY );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), false, TEST_LOCATION );
+
+ index = handle.RegisterProperty( "testProperty3", 1.0f, Property::READ_WRITE );
+ DALI_TEST_EQUALS( handle.IsPropertyAnimatable( index ), false, TEST_LOCATION );
+ DALI_TEST_EQUALS( handle.IsPropertyWritable( index ), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliHandleGetCurrentProperty(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Get a default and non-animatable custom property using the DevelHandle::GetCurrentProperty API" );
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), true, TEST_LOCATION );
+
+ Property::Index index = actor.RegisterProperty( "testProperty3", 1.0f, Property::READ_WRITE );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), 1.0f, TEST_LOCATION );
+
+ actor.SetProperty( index, 2.0f );
+ DALI_TEST_EQUALS( actor.GetProperty< float >( index ), 2.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), 2.0f, TEST_LOCATION );
+
+ END_TEST;
+}