DALI_TEST_EQUALS(surfaceResized, true, TEST_LOCATION);
// Check that the viewport is handled properly
- DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("Viewport", viewportParams));
+ DALI_TEST_CHECK(callStack.FindIndexFromMethodAndParams("Viewport", viewportParams) >= 0);
// Check current surface rect
newSurfaceRect = defaultScene.GetCurrentSurfaceRect();
actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
application.GetScene().Add(actor);
+ // consume the orientating changing flag by first rendering
application.SendNotification();
damagedRects.clear();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
- 0);
+ 0, 0);
- // Check current surface orientation
+ // Check current orientations
int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should not be changed yet.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- // Check current surface orientation
+ // Check current orientations
orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should be changed.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
END_TEST;
}
damagedRects.clear();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
- 90);
+ 90, 0);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ // Total angle is 90, (90 + 0 = 90)
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.y = CLIPPING_RECT_X;
+ clippingRect.width = CLIPPING_RECT_HEIGHT;
+ clippingRect.height = CLIPPING_RECT_WIDTH;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneScreenRotatedWithAngle90(void)
+{
+ tet_infoline("Ensure rotation of the screen is handled properly with Angle 90");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 0, 90);
// Check current surface orientation
int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should not be changed yet.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
// It is recalculation for glScissor.
// Because surface is rotated and glScissor is called with recalcurated value.
+ // Total angle is 90, (0 + 90 = 90)
clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
clippingRect.y = CLIPPING_RECT_X;
clippingRect.width = CLIPPING_RECT_HEIGHT;
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 90, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceAndScreenRotatedWithAngle90(void)
+{
+ tet_infoline("Ensure rotation of the surface and the screen is handled properly with Angle 90");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 90, 90);
+
// Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ // Total angle is 180.(90 + 90 = 180)
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.width = CLIPPING_RECT_WIDTH;
+ clippingRect.height = CLIPPING_RECT_HEIGHT;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should be changed.
DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 90, TEST_LOCATION);
END_TEST;
}
damagedRects.clear();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
- 180);
+ 180, 0);
// Check current surface orientation
int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should not be changed yet.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- // Check current surface orientation
+ // Check current orientations
orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should be changed.
DALI_TEST_EQUALS(orientation, 180, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
END_TEST;
}
-int UtcDaliSceneSurfaceRotatedWithAngle270(void)
+int UtcDaliSceneScreenRotatedWithAngle180(void)
{
- tet_infoline("Ensure rotation of the surface is handled properly with Angle 270");
+ tet_infoline("Ensure rotation of the screen is handled properly with Angle 180");
TestApplication application(
TestApplication::DEFAULT_SURFACE_WIDTH,
damagedRects.clear();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
- 270);
+ 0, 180);
// Check current surface orientation
int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should not be changed yet.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
// It is recalculation for glScissor.
// Because surface is rotated and glScissor is called with recalcurated value.
- clippingRect.x = CLIPPING_RECT_Y;
- clippingRect.y = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
- clippingRect.width = CLIPPING_RECT_HEIGHT;
- clippingRect.height = CLIPPING_RECT_WIDTH;
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.width = CLIPPING_RECT_WIDTH;
+ clippingRect.height = CLIPPING_RECT_HEIGHT;
DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- // Check current surface orientation
+ // Check current orientations
orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should be changed.
- DALI_TEST_EQUALS(orientation, 270, TEST_LOCATION);
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 180, TEST_LOCATION);
END_TEST;
}
-int UtcDaliSceneSetRotationCompletedAcknowledgementWithAngle90(void)
+int UtcDaliSceneSurfaceAndScreenRotatedWithAngle180(void)
{
- tet_infoline("Ensure to acknowledge for completing surface 90 angle rotaiton");
+ tet_infoline("Ensure rotation of the surface and the screen is handled properly with Angle 180");
TestApplication application(
TestApplication::DEFAULT_SURFACE_WIDTH,
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
application.GetScene().Add(actor);
+ // consume the orientating changing flag by first rendering
application.SendNotification();
damagedRects.clear();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
- 90);
+ 180, 180);
- // Check current surface orientation
+ // Check current orientations
int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should not be changed yet.
DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
- application.GetScene().SetRotationCompletedAcknowledgement();
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 180, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 180, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceRotatedWithAngle270(void)
+{
+ tet_infoline("Ensure rotation of the surface is handled properly with Angle 270");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 270, 0);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
// It is recalculation for glScissor.
// Because surface is rotated and glScissor is called with recalcurated value.
- clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
- clippingRect.y = CLIPPING_RECT_X;
+ // Total angle is 270. (270 + 0 = 270)
+ clippingRect.x = CLIPPING_RECT_Y;
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
clippingRect.width = CLIPPING_RECT_HEIGHT;
clippingRect.height = CLIPPING_RECT_WIDTH;
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
- // Check current surface orientation
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 270, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneScreenRotatedWithAngle270(void)
+{
+ tet_infoline("Ensure rotation of the screen is handled properly with Angle 270");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 0, 270);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ // Total angle is 270. (0 + 270 = 270)
+ clippingRect.x = CLIPPING_RECT_Y;
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.width = CLIPPING_RECT_HEIGHT;
+ clippingRect.height = CLIPPING_RECT_WIDTH;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 270, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceAndScreenRotatedWithAngle270(void)
+{
+ tet_infoline("Ensure rotation of the surface and the screen is handled properly with Angle 270");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 270, 270);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ // Total angle is 180.(270 + 270 - 360 = 180)
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.width = CLIPPING_RECT_WIDTH;
+ clippingRect.height = CLIPPING_RECT_HEIGHT;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 270, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 270, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSetSurfaceRotationCompletedAcknowledgementWithAngle90(void)
+{
+ tet_infoline("Ensure to acknowledge for completing surface 90 angle rotaiton");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 90, 0);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.GetScene().SetRotationCompletedAcknowledgement();
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.y = CLIPPING_RECT_X;
+ clippingRect.width = CLIPPING_RECT_HEIGHT;
+ clippingRect.height = CLIPPING_RECT_WIDTH;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ bool isSetRotationCompletedAcknowledgementSet = application.GetScene().IsRotationCompletedAcknowledgementSet();
+ DALI_TEST_EQUALS(isSetRotationCompletedAcknowledgementSet, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSetScreenRotationCompletedAcknowledgementWithAngle90(void)
+{
+ tet_infoline("Ensure to acknowledge for completing screen 90 angle rotaiton");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 0, 90);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.GetScene().SetRotationCompletedAcknowledgement();
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.y = CLIPPING_RECT_X;
+ clippingRect.width = CLIPPING_RECT_HEIGHT;
+ clippingRect.height = CLIPPING_RECT_WIDTH;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 90, TEST_LOCATION);
+
+ bool isSetRotationCompletedAcknowledgementSet = application.GetScene().IsRotationCompletedAcknowledgementSet();
+ DALI_TEST_EQUALS(isSetRotationCompletedAcknowledgementSet, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSetSurfaceAndScreenRotationCompletedAcknowledgementWithAngle90(void)
+{
+ tet_infoline("Ensure to acknowledge for completing surface and screen 90 angle rotaiton");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 90, 90);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ int32_t screenOrientation = application.GetScene().GetCurrentScreenOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 0, TEST_LOCATION);
+
+ application.GetScene().SetRotationCompletedAcknowledgement();
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.width = CLIPPING_RECT_WIDTH;
+ clippingRect.height = CLIPPING_RECT_HEIGHT;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current orientations
orientation = application.GetScene().GetCurrentSurfaceOrientation();
+ screenOrientation = application.GetScene().GetCurrentScreenOrientation();
// It should be changed.
DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenOrientation, 90, TEST_LOCATION);
bool isSetRotationCompletedAcknowledgementSet = application.GetScene().IsRotationCompletedAcknowledgementSet();
DALI_TEST_EQUALS(isSetRotationCompletedAcknowledgementSet, true, TEST_LOCATION);
// Rotate surface
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_HEIGHT,
TestApplication::DEFAULT_SURFACE_WIDTH,
- 90);
+ 90, 0);
damagedRects.clear();