/*
- * Copyright (c) 2014 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 <stdlib.h>
#include <dali/public-api/dali-core.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>
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
// Check whether the actor is visible and not fully transparent.
- if( actor.IsVisible()
- && actor.GetCurrentWorldColor().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.GetName() == "HittableActor")
+ if(actor.GetProperty< std::string >( Actor::Property::NAME ) == "HittableActor")
{
hittable = true;
}
}
case Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE:
{
- if( actor.IsVisible() ) // 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;
}
{
case Dali::HitTestAlgorithm::CHECK_ACTOR:
{
- if( actor.IsVisible() &&
- actor.IsSensitive() &&
- actor.GetCurrentWorldColor().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.IsVisible() && // Actor is visible, if not visible then none of its children are visible.
- actor.IsSensitive()) // 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;
}
Stage stage = Stage::GetCurrent();
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- actor.SetName("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
Dali::HitTestAlgorithm::HitTest( stage, screenCoordinates, results, IsActorHittableFunction );
DALI_TEST_CHECK( results.actor != actor );
- actor.SetName("HittableActor");
+ actor.SetProperty( Actor::Property::NAME,"HittableActor");
results.actor = Actor();
results.actorCoordinates = Vector2::ZERO;
END_TEST;
}
-int UtcDaliHitTestAlgorithmWithFunctorOnRenderTask(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::HitTestAlgorithm functor, specific to a given render task");
-
- Stage stage = Stage::GetCurrent();
- Size stageSize = stage.GetSize();
- RenderTaskList taskList = stage.GetRenderTaskList();
-
- Actor actor[2];
-
- for( int i=0; i<2; i++ )
- {
- actor[i] = Actor::New();
- actor[i].SetSize(100.f, 100.f);
- actor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
- actor[i].SetAnchorPoint(AnchorPoint::TOP_LEFT);
- actor[i].SetName("HittableActor");
- stage.Add(actor[i]);
- }
- Vector2 position( 50.f, 40.f );
- actor[1].SetPosition( position.x, position.y );
-
- RenderTask renderTask[2];
- renderTask[0] = taskList.GetTask( 0u );
-
- FrameBufferImage frameBufferImage = FrameBufferImage::New(stageSize.width, stageSize.height, Pixel::A8, Image::NEVER);
- renderTask[1] = taskList.CreateTask();
- renderTask[1].SetSourceActor( actor[1] );
- renderTask[1].SetExclusive( true );
- renderTask[1].SetInputEnabled( true );
- renderTask[1].SetTargetFrameBuffer( frameBufferImage );
- renderTask[1].SetRefreshRate( RenderTask::REFRESH_ONCE );
- renderTask[1].SetScreenToFrameBufferFunction( RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION );
- application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-
- // Render and notify
- application.SendNotification();
- application.Render();
- application.Render();
- application.SendNotification();
-
- // Perform a hit-test at the given screen coordinates with different render tasks
-
- Dali::HitTestAlgorithm::Results results;
- Vector2 screenCoordinates( 25.f, 25.f );
-
- Dali::HitTestAlgorithm::HitTest( renderTask[0], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor[0] );
- DALI_TEST_EQUALS( screenCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION );
-
- results.actor = Actor();
- results.actorCoordinates = Vector2::ZERO;
- Dali::HitTestAlgorithm::HitTest( renderTask[1], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( !results.actor );
- DALI_TEST_EQUALS( Vector2::ZERO, results.actorCoordinates, 0.1f, TEST_LOCATION );
-
- screenCoordinates.x = 80.f;
- screenCoordinates.y = 70.f;
-
- results.actor = Actor();
- results.actorCoordinates = Vector2::ZERO;
- Dali::HitTestAlgorithm::HitTest( renderTask[0], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor[0] );
- DALI_TEST_EQUALS( screenCoordinates, results.actorCoordinates, 0.1f, TEST_LOCATION );
-
- results.actor = Actor();
- results.actorCoordinates = Vector2::ZERO;
- Dali::HitTestAlgorithm::HitTest( renderTask[1], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor[1]);
- DALI_TEST_EQUALS( screenCoordinates - position, results.actorCoordinates, 0.1f, TEST_LOCATION );
-
-
- screenCoordinates.x = 120.f;
- screenCoordinates.y = 130.f;
-
- results.actor = Actor();
- results.actorCoordinates = Vector2::ZERO;
- Dali::HitTestAlgorithm::HitTest( renderTask[0], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor[1] );
- DALI_TEST_EQUALS( screenCoordinates - position, results.actorCoordinates, 0.1f, TEST_LOCATION );
-
- results.actor = Actor();
- results.actorCoordinates = Vector2::ZERO;
- Dali::HitTestAlgorithm::HitTest( renderTask[1], screenCoordinates, results, IsActorHittableFunction );
- DALI_TEST_CHECK( results.actor == actor[1]);
- DALI_TEST_EQUALS( screenCoordinates - position, results.actorCoordinates, 0.1f, TEST_LOCATION );
- END_TEST;
-}
-
-
int UtcDaliHitTestAlgorithmOrtho01(void)
{
TestApplication application;
Vector2 stageSize ( stage.GetSize() );
cameraActor.SetOrthographicProjection( stageSize );
- cameraActor.SetPosition(0.0f, 0.0f, 1600.0f);
+ 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 partially overlapping
Actor blue = Actor::New();
- blue.SetName( "Blue" );
- blue.SetAnchorPoint( AnchorPoint::CENTER );
- blue.SetParentOrigin( Vector3(1.0f/3.0f, 1.0f/3.0f, 0.5f) );
- blue.SetSize( actorSize );
- blue.SetZ(30.0f);
+ 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.SetName( "Green" );
- green.SetAnchorPoint( AnchorPoint::CENTER );
- green.SetParentOrigin( Vector3(2.0f/3.0f, 2.0f/3.0f, 0.5f) );
- green.SetSize( actorSize );
+ 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 );
application.Render(10);
HitTestAlgorithm::Results results;
- HitTest(stage, Vector2( 240.0f, 400.0f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, actorSize * 5.0f/6.0f, TEST_LOCATION );
+ 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 );
HitTest(stage, stageSize / 3.0f, results, &DefaultIsActorTouchableFunction);
DALI_TEST_CHECK( results.actor == blue );
cameraActor.SetOrthographicProjection(-stageSize.x * 0.3f, stageSize.x * 0.7f,
stageSize.y * 0.3f, -stageSize.y * 0.7f,
800.0f, 4895.0f);
- cameraActor.SetPosition(0.0f, 0.0f, 1600.0f);
+ 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 partially overlapping
Actor blue = Actor::New();
- blue.SetName( "Blue" );
- blue.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- blue.SetParentOrigin( Vector3(0.2f, 0.2f, 0.5f) );
- blue.SetSize( actorSize );
- blue.SetZ(30.0f);
+ 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.SetName( "Green" );
- green.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- green.SetParentOrigin( Vector3(0.4f, 0.4f, 0.5f) );
- green.SetSize( actorSize );
+ 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 );
{
HitTestAlgorithm::Results results;
- HitTest(stage, Vector2::ZERO, results, &DefaultIsActorTouchableFunction);
+ HitTest(stage, Vector2( 0.001f, 0.001f ), results, &DefaultIsActorTouchableFunction);
DALI_TEST_CHECK( results.actor == blue );
- DALI_TEST_EQUALS( results.actorCoordinates, Vector2::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS( results.actorCoordinates, Vector2( 0.001f, 0.001f ), 0.001f, TEST_LOCATION );
}
{
END_TEST;
}
-int UtcDaliHitTestAlgorithmStencil(void)
+int UtcDaliHitTestAlgorithmClippingActor(void)
{
TestApplication application;
tet_infoline("Testing Dali::HitTestAlgorithm with a stencil");
Stage stage = Stage::GetCurrent();
Actor rootLayer = stage.GetRootLayer();
- rootLayer.SetName( "RootLayer" );
+ rootLayer.SetProperty( Actor::Property::NAME, "RootLayer" );
// Create a layer
Layer layer = Layer::New();
- layer.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- layer.SetParentOrigin( ParentOrigin::TOP_LEFT );
- layer.SetName( "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 stencil and add that to the layer
- Actor stencil = ImageActor::New(Dali::BufferImage::WHITE() );
- stencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- stencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
- stencil.SetRelayoutEnabled( false );
- stencil.SetSize( 50.0f, 50.0f );
- stencil.SetDrawMode( DrawMode::STENCIL );
- stencil.SetName( "stencil" );
- layer.Add( stencil );
-
- // Create a renderable actor and add that to the layer
- Actor layerHitActor = ImageActor::New();
- layerHitActor.SetRelayoutEnabled( false );
- layerHitActor.SetSize( 100.0f, 100.0f );
- layerHitActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- layerHitActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
- layerHitActor.SetName( "layerHitActor" );
- layer.Add( layerHitActor );
+ // 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( 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();
+ 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();
application.Render();
- // Hit within stencil and actor
- {
- HitTestAlgorithm::Results results;
- HitTest(stage, Vector2( 10.0f, 10.0f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == layerHitActor );
- tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().c_str() : "NULL" ) );
- }
+ // 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" ) );
- // Hit within actor but outside of stencil, should hit the root-layer
- {
- HitTestAlgorithm::Results results;
- HitTest(stage, Vector2( 60.0f, 60.0f ), results, &DefaultIsActorTouchableFunction);
- DALI_TEST_CHECK( results.actor == rootLayer );
- tet_printf( "Hit: %s\n", ( results.actor ? results.actor.GetName().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" ) );
+
+ END_TEST;
+}
+
+int UtcDaliHitTestAlgorithmOverlay(void)
+{
+ 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();
+
+ 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 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 );
+
+ // Add the actors to the view
+ stage.Add( blue );
+ stage.Add( green );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render(0);
+ application.Render(10);
+
+ HitTestAlgorithm::Results results;
+
+ //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 );
+
+ //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 );
+
+ //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 );
END_TEST;
}