/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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 <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
+#include <dali-test-suite-utils.h>
#include <dali/devel-api/events/hit-test-algorithm.h>
#include <dali/integration-api/events/touch-event-integ.h>
-#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
namespace
{
-
/**
* The functor to be used in the hit-test algorithm to check whether the actor is hittable.
*/
{
bool hittable = false;
- switch (type)
+ switch(type)
{
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
// Check whether the actor is visible and not fully transparent.
- if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE )
- && actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f) // not FULLY_TRANSPARENT
+ if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) && actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR).a > 0.01f) // not FULLY_TRANSPARENT
{
// Check whether the actor has the specific name "HittableActor"
- if(actor.GetProperty< std::string >( Actor::Property::NAME ) == "HittableActor")
+ if(actor.GetProperty<std::string>(Actor::Property::NAME) == "HittableActor")
{
hittable = true;
}
}
case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
{
- if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ) // Actor is visible, if not visible then none of its children are visible.
+ if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE)) // Actor is visible, if not visible then none of its children are visible.
{
hittable = true;
}
return hittable;
};
-
bool DefaultIsActorTouchableFunction(Dali::Actor actor, Dali::HitTestAlgorithm::TraverseType type)
{
bool hittable = false;
- switch (type)
+ switch(type)
{
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
- if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) &&
- actor.GetProperty< bool >( Actor::Property::SENSITIVE ) &&
- actor.GetCurrentProperty< Vector4 >( Actor::Property::WORLD_COLOR ).a > 0.01f)
+ if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) &&
+ actor.GetProperty<bool>(Actor::Property::SENSITIVE) &&
+ actor.GetCurrentProperty<Vector4>(Actor::Property::WORLD_COLOR).a > 0.01f)
{
hittable = true;
}
}
case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
{
- if( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) && // Actor is visible, if not visible then none of its children are visible.
- actor.GetProperty< bool >( Actor::Property::SENSITIVE )) // Actor is sensitive, if insensitive none of its children should be hittable either.
+ if(actor.GetCurrentProperty<bool>(Actor::Property::VISIBLE) && // Actor is visible, if not visible then none of its children are visible.
+ actor.GetProperty<bool>(Actor::Property::SENSITIVE)) // Actor is sensitive, if insensitive none of its children should be hittable either.
{
hittable = true;
}
} // anonymous namespace
-
// Positive test case for a method
int UtcDaliHitTestAlgorithmWithFunctor(void)
{
Stage stage = Stage::GetCurrent();
Actor actor = Actor::New();
- actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
- actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::TOP_LEFT);
- actor.SetProperty( Actor::Property::NAME,"NonHittableActor");
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::NAME, "NonHittableActor");
stage.Add(actor);
// Render and notify
application.SendNotification();
application.Render();
- Vector2 screenCoordinates( 10.0f, 10.0f );
+ Vector2 screenCoordinates(10.0f, 10.0f);
Vector2 localCoordinates;
- actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
// Perform a hit-test at the given screen coordinates
Dali::HitTestAlgorithm::Results results;
- Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor != actor );
+ Dali::HitTestAlgorithm::HitTest(stage, screenCoordinates, results, IsActorHittableFunction);
+ DALI_TEST_CHECK(results.actor != actor);
- actor.SetProperty( Actor::Property::NAME,"HittableActor");
+ actor.SetProperty(Actor::Property::NAME, "HittableActor");
- results.actor = Actor();
+ results.actor = Actor();
results.actorCoordinates = Vector2::ZERO;
// Perform a hit-test at the given screen coordinates
- Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor );
- DALI_TEST_EQUALS( localCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION );
+ Dali::HitTestAlgorithm::HitTest(stage, screenCoordinates, results, IsActorHittableFunction);
+ DALI_TEST_CHECK(results.actor == actor);
+ DALI_TEST_EQUALS(localCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION);
END_TEST;
}
TestApplication application;
tet_infoline("Testing Dali::HitTestAlgorithm with parallel Ortho camera()");
- Stage stage = Stage::GetCurrent();
- RenderTaskList renderTaskList = stage.GetRenderTaskList();
- RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
- Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+ Stage stage = Stage::GetCurrent();
+ RenderTaskList renderTaskList = stage.GetRenderTaskList();
+ RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
+ Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
- Vector2 stageSize ( stage.GetSize() );
- cameraActor.SetOrthographicProjection( stageSize );
- cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+ Vector2 stageSize(stage.GetSize());
+ cameraActor.SetOrthographicProjection(stageSize);
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
- Vector2 actorSize( stageSize * 0.5f );
+ Vector2 actorSize(stageSize * 0.5f);
// Create two actors with half the size of the stage and set them to be partially overlapping
Actor blue = Actor::New();
- blue.SetProperty( Actor::Property::NAME, "Blue" );
- blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
- blue.SetProperty( Actor::Property::SIZE, actorSize );
- blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
- Actor green = Actor::New( );
- green.SetProperty( Actor::Property::NAME, "Green" );
- green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
- green.SetProperty( Actor::Property::SIZE, actorSize );
+ blue.SetProperty(Actor::Property::NAME, "Blue");
+ blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.5f));
+ blue.SetProperty(Actor::Property::SIZE, actorSize);
+ blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+ Actor green = Actor::New();
+ green.SetProperty(Actor::Property::NAME, "Green");
+ green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(2.0f / 3.0f, 2.0f / 3.0f, 0.5f));
+ green.SetProperty(Actor::Property::SIZE, actorSize);
// Add the actors to the view
- stage.Add( blue );
- stage.Add( green );
+ stage.Add(blue);
+ stage.Add(green);
// Render and notify
application.SendNotification();
HitTestAlgorithm::Results results;
HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == green );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 1.0f/6.0f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 1.0f / 6.0f, TEST_LOCATION);
HitTest(stage, stageSize / 3.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == blue);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
HitTest(stage, stageSize * 2.0f / 3.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == green );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
END_TEST;
}
-
int UtcDaliHitTestAlgorithmOrtho02(void)
{
TestApplication application;
tet_infoline("Testing Dali::HitTestAlgorithm with offset Ortho camera()");
- Stage stage = Stage::GetCurrent();
- RenderTaskList renderTaskList = stage.GetRenderTaskList();
- RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
- Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+ Stage stage = Stage::GetCurrent();
+ RenderTaskList renderTaskList = stage.GetRenderTaskList();
+ RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
+ Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
- Vector2 stageSize ( stage.GetSize() );
- cameraActor.SetOrthographicProjection(-stageSize.x * 0.3f, stageSize.x * 0.7f,
- stageSize.y * 0.3f, -stageSize.y * 0.7f,
- 800.0f, 4895.0f);
- cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+ Vector2 stageSize(stage.GetSize());
+ cameraActor.SetOrthographicProjection(-stageSize.x * 0.3f, stageSize.x * 0.7f, stageSize.y * 0.3f, -stageSize.y * 0.7f, 800.0f, 4895.0f);
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
- Vector2 actorSize( stageSize * 0.5f );
+ Vector2 actorSize(stageSize * 0.5f);
// Create two actors with half the size of the stage and set them to be partially overlapping
Actor blue = Actor::New();
- blue.SetProperty( Actor::Property::NAME, "Blue" );
- blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
- blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.2f, 0.2f, 0.5f) );
- blue.SetProperty( Actor::Property::SIZE, actorSize );
- blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
- Actor green = Actor::New( );
- green.SetProperty( Actor::Property::NAME, "Green" );
- green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
- green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(0.4f, 0.4f, 0.5f) );
- green.SetProperty( Actor::Property::SIZE, actorSize );
+ blue.SetProperty(Actor::Property::NAME, "Blue");
+ blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.2f, 0.2f, 0.5f));
+ blue.SetProperty(Actor::Property::SIZE, actorSize);
+ blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+ Actor green = Actor::New();
+ green.SetProperty(Actor::Property::NAME, "Green");
+ green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(0.4f, 0.4f, 0.5f));
+ green.SetProperty(Actor::Property::SIZE, actorSize);
// Add the actors to the view
- stage.Add( blue );
- stage.Add( green );
+ stage.Add(blue);
+ stage.Add(green);
// Render and notify
application.SendNotification();
{
HitTestAlgorithm::Results results;
- HitTest(stage, Vector2( 240.0f, 400.0f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == green );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.6f, 0.01f, TEST_LOCATION );
+ HitTest(stage, Vector2(240.0f, 400.0f), results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.6f, 0.01f, TEST_LOCATION);
}
{
HitTestAlgorithm::Results results;
- HitTest(stage, Vector2( 0.001f, 0.001f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, Vector2( 0.001f, 0.001f ), 0.001f, TEST_LOCATION );
+ HitTest(stage, Vector2(0.001f, 0.001f), results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == blue);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(0.001f, 0.001f), 0.001f, TEST_LOCATION);
}
{
HitTestAlgorithm::Results results;
HitTest(stage, stageSize, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( ! results.actor );
- DALI_TEST_EQUALS( results.actorCoordinates, Vector2::ZERO, TEST_LOCATION );
+ DALI_TEST_CHECK(!results.actor);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2::ZERO, TEST_LOCATION);
}
// Just inside green
{
HitTestAlgorithm::Results results;
- HitTest(stage, stageSize*0.69f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == green );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.98f, 0.01f, TEST_LOCATION );
+ HitTest(stage, stageSize * 0.69f, results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.98f, 0.01f, TEST_LOCATION);
}
END_TEST;
TestApplication application;
tet_infoline("Testing Dali::HitTestAlgorithm with a stencil");
- Stage stage = Stage::GetCurrent();
+ Stage stage = Stage::GetCurrent();
Actor rootLayer = stage.GetRootLayer();
- rootLayer.SetProperty( Actor::Property::NAME, "RootLayer" );
+ rootLayer.SetProperty(Actor::Property::NAME, "RootLayer");
// Create a layer
Layer layer = Layer::New();
- layer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
- layer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
- layer.SetProperty( Actor::Property::NAME, "layer" );
- stage.Add( layer );
+ layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ layer.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ layer.SetProperty(Actor::Property::NAME, "layer");
+ stage.Add(layer);
// Create a clipping actor and add it to the layer.
- Actor clippingActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
- clippingActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
- clippingActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
- clippingActor.SetProperty( Actor::Property::SIZE, Vector2( 50.0f, 50.0f ) );
- clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- clippingActor.SetProperty( Actor::Property::NAME, "clippingActor" );
- layer.Add( clippingActor );
+ Actor clippingActor = CreateRenderableActor();
+ clippingActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ clippingActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ clippingActor.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+ clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ clippingActor.SetProperty(Actor::Property::NAME, "clippingActor");
+ layer.Add(clippingActor);
// Create a renderable actor and add it to the clipping actor.
- Actor childActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
- childActor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
- childActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
- childActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
- childActor.SetProperty( Actor::Property::NAME, "childActor" );
- clippingActor.Add( childActor );
+ Actor childActor = CreateRenderableActor();
+ childActor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ childActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ childActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ childActor.SetProperty(Actor::Property::NAME, "childActor");
+ clippingActor.Add(childActor);
// Render and notify
application.SendNotification();
// Hit within clippingActor and childActor.
HitTestAlgorithm::Results results;
- HitTest( stage, Vector2( 10.0f, 10.0f ), results, &DefaultIsActorTouchableFunction );
- DALI_TEST_CHECK( results.actor == childActor );
- tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
+ HitTest(stage, Vector2(10.0f, 10.0f), results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == childActor);
+ tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
// Hit within childActor but outside of clippingActor, should hit the root-layer instead.
- HitTest( stage, Vector2( 60.0f, 60.0f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == rootLayer );
- tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetProperty< std::string >( Actor::Property::NAME ).c_str() : "NULL" ) );
+ HitTest(stage, Vector2(60.0f, 60.0f), results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == rootLayer);
+ tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
END_TEST;
}
TestApplication application;
tet_infoline("Testing Dali::HitTestAlgorithm with overlay actors");
- Stage stage = Stage::GetCurrent();
- RenderTaskList renderTaskList = stage.GetRenderTaskList();
- RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
- Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+ Stage stage = Stage::GetCurrent();
+ RenderTaskList renderTaskList = stage.GetRenderTaskList();
+ RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
+ Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
- Vector2 stageSize ( stage.GetSize() );
- cameraActor.SetOrthographicProjection( stageSize );
- cameraActor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
+ Vector2 stageSize(stage.GetSize());
+ cameraActor.SetOrthographicProjection(stageSize);
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(0.0f, 0.0f, 1600.0f));
- Vector2 actorSize( stageSize * 0.5f );
+ Vector2 actorSize(stageSize * 0.5f);
// Create two actors with half the size of the stage and set them to be partially overlapping
Actor blue = Actor::New();
- blue.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
- blue.SetProperty( Actor::Property::NAME, "Blue" );
- blue.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- blue.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
- blue.SetProperty( Actor::Property::SIZE, actorSize );
- blue.SetProperty( Actor::Property::POSITION_Z, 30.0f);
-
- Actor green = Actor::New( );
- green.SetProperty( Actor::Property::NAME, "Green" );
- green.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- green.SetProperty( Actor::Property::PARENT_ORIGIN, Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
- green.SetProperty( Actor::Property::SIZE, actorSize );
+ blue.SetProperty(Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D);
+ blue.SetProperty(Actor::Property::NAME, "Blue");
+ blue.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ blue.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.5f));
+ blue.SetProperty(Actor::Property::SIZE, actorSize);
+ blue.SetProperty(Actor::Property::POSITION_Z, 30.0f);
+
+ Actor green = Actor::New();
+ green.SetProperty(Actor::Property::NAME, "Green");
+ green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::PARENT_ORIGIN, Vector3(2.0f / 3.0f, 2.0f / 3.0f, 0.5f));
+ green.SetProperty(Actor::Property::SIZE, actorSize);
// Add the actors to the view
- stage.Add( blue );
- stage.Add( green );
+ stage.Add(blue);
+ stage.Add(green);
// Render and notify
application.SendNotification();
//Hit in the intersection. Should pick the blue actor since it is an overlay.
HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 5.0f/6.0f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == blue);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 5.0f / 6.0f, TEST_LOCATION);
//Hit in the blue actor
HitTest(stage, stageSize / 3.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == blue);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
//Hit in the green actor
HitTest(stage, stageSize * 2.0f / 3.0f, results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == green );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION );
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, actorSize * 0.5f, TEST_LOCATION);
END_TEST;
}