/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
Actor actor = Actor::New();
// set a transparent actor color so that blending is enabled
- actor.SetOpacity( 0.5f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.5f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.5f ); // enable blending
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.5f ); // enable blending
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.1f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.1f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.98f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.98f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.0f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.0f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.15f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.15f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
- actor.SetOpacity( 0.75f );
+ actor.SetProperty( DevelActor::Property::OPACITY, 0.75f );
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Color::MAGENTA );
+ actor.SetProperty( Actor::Property::COLOR, Color::MAGENTA );
Stage::GetCurrent().Add(actor);
renderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::AUTO);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
- actor.SetColor( Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4(1.0f, 0.0f, 1.0f, 0.5f) );
Stage::GetCurrent().Add(actor);
Property::Value value = renderer.GetProperty( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
Actor CreateActor( Actor parent, int siblingOrder, const char* location )
{
Actor actor = Actor::New();
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::ANCHOR_POINT,AnchorPoint::CENTER);
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,AnchorPoint::CENTER);
actor.SetPosition(0.0f,0.0f);
actor.SetSize(100, 100);
parent.Add(actor);
*/
Actor actor0 = CreateActor( root, 0, TEST_LOCATION );
- actor0.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor0.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer0 = CreateRenderer( actor0, geometry, shader, 0 );
Actor actor1 = CreateActor( root, 0, TEST_LOCATION );
- actor1.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor1.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer1 = CreateRenderer( actor1, geometry, shader, 0 );
Actor actor2 = CreateActor( root, 0, TEST_LOCATION );
Renderer renderer2 = CreateRenderer( actor2, geometry, shader, 0 );
Actor actor3 = CreateActor( root, 0, TEST_LOCATION );
- actor3.SetDrawMode( DrawMode::OVERLAY_2D );
+ actor3.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D );
Renderer renderer3 = CreateRenderer( actor3, geometry, shader, 0 );
Actor actor4 = CreateActor( root, 0, TEST_LOCATION );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Property::Value value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
application.SendNotification();
DALI_TEST_CHECK( value.Get( opacity ) );
DALI_TEST_EQUALS( opacity, 0.0f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ // Need to clear the animation before setting the property as the animation value is baked and will override any previous setters
+ animation.Clear();
renderer.SetProperty( DevelRenderer::Property::OPACITY, 0.1f );
- animation.Clear();
animation.AnimateBy( Property( renderer, DevelRenderer::Property::OPACITY ), 0.5f );
animation.Play();
value = renderer.GetProperty( DevelRenderer::Property::OPACITY );
DALI_TEST_CHECK( value.Get( opacity ) );
DALI_TEST_EQUALS( opacity, 0.6f, Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( opacity, renderer.GetCurrentProperty( DevelRenderer::Property::OPACITY ).Get< float >(), Dali::Math::MACHINE_EPSILON_1, TEST_LOCATION );
END_TEST;
}
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 400, 400 );
- actor.SetColor( Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
Stage::GetCurrent().Add( actor );
Property::Value value = renderer.GetProperty( DevelRenderer::Property::RENDERING_BEHAVIOR );
END_TEST;
}
+
+int UtcDaliRendererRegenerateUniformMap(void)
+{
+ TestApplication application;
+
+ tet_infoline( "Test regenerating uniform map when attaching renderer to the node" );
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ actor.SetSize( 400, 400 );
+ actor.SetProperty( Actor::Property::COLOR, Vector4( 1.0f, 0.0f, 1.0f, 1.0f ) );
+ Stage::GetCurrent().Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ actor.RemoveRenderer( renderer );
+ shader = Shader::New( "vertexSrc", "fragmentSrc" );
+ shader.RegisterProperty( "opacity", 0.5f );
+ renderer.SetShader( shader );
+
+ Stage::GetCurrent().KeepRendering( 1.0f );
+
+ // Update for several frames
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+ application.Render();
+
+ // Add Renderer
+ actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
+ // Nothing to test here, the test must not crash
+ auto updateStatus = application.GetUpdateStatus();
+ DALI_TEST_CHECK( updateStatus & Integration::KeepUpdating::STAGE_KEEP_RENDERING );
+
+ END_TEST;
+}