/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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 <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/events/hit-test-algorithm.h>
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/public-api/dali-core.h>
namespace
{
+bool gHitTestTouchCallBackCalled = false;
+static bool TestHitTestTouchCallback(Actor, const TouchEvent&)
+{
+ gHitTestTouchCallBackCalled = true;
+ return false;
+ END_TEST;
+}
+
/**
* The functor to be used in the hit-test algorithm to check whether the actor is hittable.
*/
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));
+ cameraActor.SetOrthographicProjection(stageSize);
+ cameraActor.SetNearClippingPlane(800.0f);
+ cameraActor.SetFarClippingPlane(4895.0f);
+
+ // Move camera not centered position.
+ cameraActor.SetProperty(Actor::Property::POSITION, Vector3(stageSize.x * 0.2f, stageSize.y * 0.2f, 1600.0f));
Vector2 actorSize(stageSize * 0.5f);
// Create two actors with half the size of the stage and set them to be partially overlapping
END_TEST;
}
+int UtcDaliHitTestAlgorithmClippingActorStress(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::HitTestAlgorithm with many many stencil");
+
+ Stage stage = Stage::GetCurrent();
+ Actor rootLayer = stage.GetRootLayer();
+ 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);
+
+ // Create a clipping actor and add it to the layer.
+ 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(220.0f, 220.0f));
+ clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+ clippingActor.SetProperty(Actor::Property::NAME, "clippingActor");
+ layer.Add(clippingActor);
+
+ // Create a renderable actor and add it to the clipping actor.
+ Actor latestActor = clippingActor;
+ const int depthMax = 100;
+ for(int i = 0; i < depthMax; i++)
+ {
+ char tmp[29];
+ sprintf(tmp, "depth%03d", i);
+
+ Actor childActor = CreateRenderableActor();
+ childActor.SetProperty(Actor::Property::SIZE, Vector2(220.0f, 220.0f));
+ childActor.SetProperty(Actor::Property::POSITION, Vector2(200.0f / depthMax, 200.0f / depthMax));
+ childActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ childActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ childActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX);
+ childActor.SetProperty(Actor::Property::NAME, tmp);
+
+ latestActor.Add(childActor);
+ latestActor = childActor;
+ }
+ // NOTE : latestActor's TOP_LEFT position become 200.f, 200.0f
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Hit within clippingActor and latestActor.
+ HitTestAlgorithm::Results results;
+ HitTest(stage, Vector2(201.0f, 201.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+ DALI_TEST_CHECK(results.actor == latestActor);
+
+ // Hit within childActor but outside of clippingActor, should hit the root-layer instead.
+ HitTest(stage, Vector2(221.0f, 221.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("Hit: %s\n", (results.actor ? results.actor.GetProperty<std::string>(Actor::Property::NAME).c_str() : "NULL"));
+ DALI_TEST_CHECK(results.actor == rootLayer);
+
+ END_TEST;
+}
+
int UtcDaliHitTestAlgorithmOverlay(void)
{
TestApplication application;
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);
+
+ // Create new actor child as blue. It will be shown over the blue, and green.
+ Actor red = Actor::New();
+ red.SetProperty(Actor::Property::NAME, "Red");
+ red.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ red.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ red.SetProperty(Actor::Property::POSITION, Vector2(actorSize.x * 5.0f / 6.0f, -actorSize.y * 1.0f / 6.0f));
+ red.SetProperty(Actor::Property::SIZE, actorSize);
+
+ blue.Add(red);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(0);
+ application.Render(10);
+
+ //Hit in the intersection red, green, blue. Should pick the red actor since it is an child of overlay.
+ HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == red);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection red, blue. Should pick the red actor since it is an child of blue.
+ HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 9.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == red);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 9.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection red, green. Should pick the red actor since it is an child of overlay.
+ HitTest(stage, Vector2(stageSize.x * 15.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == red);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 3.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection blue, green. Should pick the blue actor since it is an overlay.
+ HitTest(stage, Vector2(stageSize.x * 11.0f / 24.0f, stageSize.y * 13.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == blue);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 9.0f / 12.0f, actorSize.y * 11.0f / 12.0f), TEST_LOCATION);
+
+ // Change blue's draw mode as normal. now blue < red < green
+ blue.SetProperty(Actor::Property::DRAW_MODE, DrawMode::NORMAL);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(0);
+ application.Render(10);
+
+ //Hit in the intersection red, green, blue. Should pick the green actor since it is latest ordered actor.
+ HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 3.0f / 12.0f, actorSize.y * 1.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection red, blue. Should pick the red actor since it is an child of blue.
+ HitTest(stage, Vector2(stageSize.x * 13.0f / 24.0f, stageSize.y * 9.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == red);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 9.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection red, green. Should pick the green actor since it is latest ordered actor.
+ HitTest(stage, Vector2(stageSize.x * 15.0f / 24.0f, stageSize.y * 11.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 5.0f / 12.0f, actorSize.y * 1.0f / 12.0f), TEST_LOCATION);
+
+ //Hit in the intersection blue, green. Should pick the green actor since it is latest ordered actor.
+ HitTest(stage, Vector2(stageSize.x * 11.0f / 24.0f, stageSize.y * 13.0f / 24.0f), results, &DefaultIsActorTouchableFunction);
+ tet_printf("%d %d %d , %f %f\n", results.actor == red ? 1 : 0, results.actor == green ? 1 : 0, results.actor == blue ? 1 : 0, results.actorCoordinates.x, results.actorCoordinates.y);
+ DALI_TEST_CHECK(results.actor == green);
+ DALI_TEST_EQUALS(results.actorCoordinates, Vector2(actorSize.x * 1.0f / 12.0f, actorSize.y * 3.0f / 12.0f), TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmDoesWantedHitTest(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::HitTestAlgorithm with does wanted to HitTest");
+
+ 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 actorSize(stageSize * 0.5f);
+ // Create two actors with half the size of the stage and set them to be 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, AnchorPoint::CENTER);
+ blue.SetProperty(Actor::Property::SIZE, actorSize);
+
+ Actor green = Actor::New();
+ green.SetProperty(Actor::Property::NAME, "Green");
+ green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::SIZE, actorSize);
+
+ // Add the actors to the view
+ stage.Add(blue);
+ stage.Add(green);
+
+ // connect to its hit-test signal
+ Dali::DevelActor::HitTestResultSignal(green).Connect(TestHitTestTouchCallback);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(0);
+ application.Render(10);
+
+ gHitTestTouchCallBackCalled = false;
+
+ HitTestAlgorithm::Results results;
+ HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
+
+ // check hit-test events
+ // The green actor received an event that the green actor was hit.
+ DALI_TEST_CHECK(gHitTestTouchCallBackCalled == true);
+ // The green actor passed the hit-test. So blue was the final hit.
+ DALI_TEST_CHECK(results.actor == blue);
+
+ END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmOrder(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::HitTestAlgorithm between On/Off render task");
+
+ Stage stage = Stage::GetCurrent();
+ Vector2 stageSize(stage.GetSize());
+
+ Actor blue = Actor::New();
+ blue[Dali::Actor::Property::NAME] = "Blue";
+ blue[Dali::Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ blue[Dali::Actor::Property::PARENT_ORIGIN] = ParentOrigin::CENTER;
+ blue[Dali::Actor::Property::WIDTH_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+ blue[Dali::Actor::Property::HEIGHT_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+
+ Actor green = Actor::New();
+ green[Dali::Actor::Property::NAME] = "Green";
+ green[Dali::Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ green[Dali::Actor::Property::PARENT_ORIGIN] = ParentOrigin::CENTER;
+ green[Dali::Actor::Property::WIDTH_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+ green[Dali::Actor::Property::HEIGHT_RESIZE_POLICY] = ResizePolicy::FILL_TO_PARENT;
+
+ stage.Add(blue);
+ stage.Add(green);
+
+ RenderTaskList renderTaskList = stage.GetRenderTaskList();
+ RenderTask offRenderTask = renderTaskList.CreateTask();
+
+ Dali::CameraActor cameraActor = Dali::CameraActor::New(stageSize);
+ cameraActor[Dali::Actor::Property::ANCHOR_POINT] = AnchorPoint::CENTER;
+ cameraActor[Dali::Actor::Property::PARENT_ORIGIN] = ParentOrigin::CENTER;
+ stage.Add(cameraActor);
+
+ offRenderTask.SetExclusive(true);
+ offRenderTask.SetInputEnabled(true);
+ offRenderTask.SetCameraActor(cameraActor);
+ offRenderTask.SetSourceActor(green);
+ offRenderTask.SetScreenToFrameBufferMappingActor(green);
+
+ Dali::Texture texture = Dali::Texture::New(TextureType::TEXTURE_2D, Pixel::RGB888, unsigned(stageSize.width), unsigned(stageSize.height));
+ FrameBuffer renderTarget = FrameBuffer::New(stageSize.width, stageSize.height, FrameBuffer::Attachment::DEPTH);
+ renderTarget.AttachColorTexture(texture);
+ offRenderTask.SetFrameBuffer(renderTarget);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(10);
+
+ HitTestAlgorithm::Results results;
+ HitTest(stage, stageSize / 2.0f, results, &DefaultIsActorTouchableFunction);
+ DALI_TEST_CHECK(results.actor == green);
+
+ END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmBuildPickingRay01(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::HitTestAlgorithm::BuildPickingRay positive test");
+
+ Stage stage = Stage::GetCurrent();
+ RenderTaskList renderTaskList = stage.GetRenderTaskList();
+ RenderTask defaultRenderTask = renderTaskList.GetTask(0u);
+ Dali::CameraActor cameraActor = defaultRenderTask.GetCameraActor();
+
+ Vector2 stageSize(stage.GetSize());
+
+ Vector2 actorSize(stageSize * 0.5f);
+ // Create two actors with half the size of the stage and set them to be 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, AnchorPoint::CENTER);
+ blue.SetProperty(Actor::Property::SIZE, actorSize);
+
+ Actor green = Actor::New();
+ green.SetProperty(Actor::Property::NAME, "Green");
+ green.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::PARENT_ORIGIN, AnchorPoint::CENTER);
+ green.SetProperty(Actor::Property::SIZE, actorSize);
+
+ // Add the actors to the view
+ stage.Add(blue);
+ stage.Add(green);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(0);
+
+ Vector2 screenCoords(stageSize * 0.5f); // touch center of screen
+ Vector3 origin;
+ Vector3 direction;
+ bool built = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+
+ Vector3 camPos = cameraActor[Actor::Property::POSITION];
+ DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+ direction.Normalize();
+ DALI_TEST_EQUALS(direction, -Vector3::ZAXIS, 0.01f, TEST_LOCATION);
+
+ screenCoords.x = stageSize.width * 0.75f;
+ built = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+ DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+ direction.Normalize();
+ DALI_TEST_EQUALS(direction, Vector3(0.075f, 0.0f, -1.0f), 0.01f, TEST_LOCATION);
+
+ screenCoords.x = 0.0f;
+ screenCoords.y = 0.0f;
+ built = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+ DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+ direction.Normalize();
+ DALI_TEST_EQUALS(direction, Vector3(-0.144f, -0.24f, -0.96f), 0.01f, TEST_LOCATION);
+
+ screenCoords.x = stageSize.width;
+ screenCoords.y = stageSize.height;
+ built = HitTestAlgorithm::BuildPickingRay(defaultRenderTask, screenCoords, origin, direction);
+ DALI_TEST_EQUALS(built, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(camPos, origin, TEST_LOCATION);
+ direction.Normalize();
+ DALI_TEST_EQUALS(direction, Vector3(0.144f, 0.24f, -0.96f), 0.01f, TEST_LOCATION);
+
END_TEST;
}