/*
- * Copyright (c) 2016 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.
#include <stdlib.h>
#include <dali/integration-api/scene.h>
+#include <dali/integration-api/events/key-event-integ.h>
+#include <dali/public-api/events/key-event.h>
+#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/events/wheel-event-integ.h>
+
#include <dali-test-suite-utils.h>
+#include <mesh-builder.h>
// Internal headers are allowed here
+namespace
+{
+
+const std::string DEFAULT_DEVICE_NAME("hwKeyboard");
+
+// Functor for EventProcessingFinished signal
+struct EventProcessingFinishedFunctor
+{
+ /**
+ * @param[in] eventProcessingFinished reference to a boolean variable used to check if signal has been called.
+ */
+ EventProcessingFinishedFunctor( bool& eventProcessingFinished )
+ : mEventProcessingFinished( eventProcessingFinished )
+ {}
+
+ void operator()()
+ {
+ mEventProcessingFinished = true;
+ }
+
+ bool& mEventProcessingFinished;
+};
+
+// Stores data that is populated in the key-event callback and will be read by the TET cases
+struct KeyEventSignalData
+{
+ KeyEventSignalData()
+ : functorCalled(false)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+
+ receivedKeyEvent.keyModifier = 0;
+ receivedKeyEvent.keyPressedName.clear();
+ receivedKeyEvent.keyPressed.clear();
+ }
+
+ bool functorCalled;
+ KeyEvent receivedKeyEvent;
+};
+
+// Functor that sets the data when called
+struct KeyEventReceivedFunctor
+{
+ KeyEventReceivedFunctor( KeyEventSignalData& data ) : signalData( data ) { }
+
+ bool operator()( const KeyEvent& keyEvent )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedKeyEvent = keyEvent;
+
+ return true;
+ }
+
+ KeyEventSignalData& signalData;
+};
+
+// Stores data that is populated in the touched signal callback and will be read by the TET cases
+struct TouchedSignalData
+{
+ TouchedSignalData()
+ : functorCalled(false),
+ createNewScene(false),
+ newSceneCreated(false)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+ createNewScene = false;
+ newSceneCreated = false;
+
+ receivedTouchEvent.points.clear();
+ receivedTouchEvent.time = 0;
+
+ receivedTouchData.Reset();
+ }
+
+ bool functorCalled;
+ bool createNewScene;
+ bool newSceneCreated;
+ TouchEvent receivedTouchEvent;
+ TouchData receivedTouchData;
+};
+
+// Functor that sets the data when touched signal is received
+struct TouchedFunctor
+{
+ TouchedFunctor( TouchedSignalData& data ) : signalData( data ) { }
+
+ void operator()( const TouchEvent& touch )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedTouchEvent = touch;
+ }
+
+ TouchedSignalData& signalData;
+};
+
+// Functor that sets the data when touched signal is received
+struct TouchFunctor
+{
+ TouchFunctor( TouchedSignalData& data ) : signalData( data ) { }
+
+ void operator()( const TouchData& touch )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedTouchData = touch;
+
+ if ( signalData.createNewScene )
+ {
+ TestRenderSurface* surface = new TestRenderSurface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) ); // This is a leak, but we need to keep the surface alive till the end
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( *surface );
+ DALI_TEST_CHECK( scene );
+
+ signalData.newSceneCreated = true;
+ }
+ }
+
+ void operator()()
+ {
+ signalData.functorCalled = true;
+ }
+
+ TouchedSignalData& signalData;
+};
+
+// Stores data that is populated in the wheel-event callback and will be read by the TET cases
+struct WheelEventSignalData
+{
+ WheelEventSignalData()
+ : functorCalled(false)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+ }
+
+ bool functorCalled;
+ WheelEvent receivedWheelEvent;
+};
+
+// Functor that sets the data when wheel-event signal is received
+struct WheelEventReceivedFunctor
+{
+ WheelEventReceivedFunctor( WheelEventSignalData& data ) : signalData( data ) { }
+
+ bool operator()( const WheelEvent& wheelEvent )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedWheelEvent = wheelEvent;
+
+ return true;
+ }
+
+ WheelEventSignalData& signalData;
+};
+
+// Stores data that is populated in the KeyEventGeneratedSignal callback and will be read by the TET cases
+struct KeyEventGeneratedSignalData
+{
+ KeyEventGeneratedSignalData()
+ : functorCalled(false)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+
+ receivedKeyEvent.keyModifier = 0;
+ receivedKeyEvent.keyPressedName.clear();
+ receivedKeyEvent.keyPressed.clear();
+ }
+
+ bool functorCalled;
+ KeyEvent receivedKeyEvent;
+};
+
+// Functor that sets the data when called
+struct KeyEventGeneratedReceivedFunctor
+{
+ KeyEventGeneratedReceivedFunctor( KeyEventGeneratedSignalData& data )
+ : signalData( data )
+ {}
+
+ bool operator()( const KeyEvent& keyEvent )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedKeyEvent = keyEvent;
+
+ return true;
+ }
+
+ bool operator()()
+ {
+ signalData.functorCalled = true;
+ return true;
+ }
+
+ KeyEventGeneratedSignalData& signalData;
+};
+
+void GenerateTouch( TestApplication& application, PointState::Type state, const Vector2& screenPosition )
+{
+ Integration::TouchEvent touchEvent;
+ Integration::Point point;
+ point.SetState( state );
+ point.SetScreenPosition( screenPosition );
+ touchEvent.points.push_back( point );
+ application.ProcessEvent( touchEvent );
+}
+
+bool DummyTouchCallback( Actor actor, const TouchEvent& touch )
+{
+ return true;
+}
+
+} // unnamed namespace
+
int UtcDaliSceneAdd(void)
{
TestApplication application;
END_TEST;
}
+int UtcDaliSceneGet(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::Integration::Scene::Get");
+
+ Dali::Integration::Scene scene = application.GetScene();
+
+ Actor actor = Actor::New();
+ DALI_TEST_CHECK( Dali::Integration::Scene() == Dali::Integration::Scene::Get( actor ) );
+
+ scene.Add( actor );
+
+ DALI_TEST_CHECK( scene == Dali::Integration::Scene::Get( actor ) );
+
+ END_TEST;
+}
+
+int UtcDaliSceneDiscard(void)
+{
+ TestApplication application;
+ tet_infoline("Testing Dali::Scene::Discard");
+
+ // Create a new Scene
+ TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( surface );
+ DALI_TEST_CHECK( scene );
+
+ // One reference of scene kept here and the other one kept in the Core
+ DALI_TEST_CHECK( scene.GetBaseObject().ReferenceCount() == 2 );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // Keep the reference of the root layer handle so it will still be alive after the scene is deleted
+ Layer rootLayer = scene.GetRootLayer();
+ DALI_TEST_CHECK( rootLayer );
+ DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 2 );
+
+ // Request to discard the scene from the Core
+ scene.Discard();
+ DALI_TEST_CHECK( scene.GetBaseObject().ReferenceCount() == 1 );
+
+ // Reset the scene handle
+ scene.Reset();
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // At this point, the scene should have been automatically deleted
+ // To prove this, the ref count of the root layer handle should be decremented to 1
+ DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 1 );
+
+ // Delete the root layer handle
+ rootLayer.Reset();
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ END_TEST;
+}
+
+int UtcDaliSceneCreateNewSceneDuringCoreEventProcessing(void)
+{
+ TestApplication application;
+
+ Dali::Integration::Scene scene = application.GetScene();
+
+ TouchedSignalData data;
+ data.createNewScene = true;
+ TouchFunctor functor( data );
+ scene.TouchSignal().Connect( &application, functor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS( true, data.createNewScene, TEST_LOCATION );
+ DALI_TEST_EQUALS( true, data.newSceneCreated, TEST_LOCATION );
+ data.Reset();
+
+ END_TEST;
+}
+
+int UtcDaliSceneRootLayerAndSceneAlignment(void)
+{
+ TestApplication application;
+
+ // Create a Scene
+ TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( surface );
+ DALI_TEST_CHECK( scene );
+
+ // One reference of scene kept here and the other one kept in the Core
+ DALI_TEST_CHECK( scene.GetBaseObject().ReferenceCount() == 2 );
+
+ // Add a renderable actor to the scene
+ auto actor = CreateRenderableActor();
+ scene.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // Keep the reference of the root layer handle so it will still be alive after the scene is deleted
+ Layer rootLayer = scene.GetRootLayer();
+ DALI_TEST_CHECK( rootLayer );
+ DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 2 );
+
+ // Request to discard the scene from the Core
+ scene.Discard();
+ DALI_TEST_CHECK( scene.GetBaseObject().ReferenceCount() == 1 );
+
+ // Reset the scene handle
+ scene.Reset();
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // At this point, the scene should have been automatically deleted
+ // To prove this, the ref count of the root layer handle should be decremented to 1
+ DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 1 );
+
+ // Create a new Scene while the root layer of the deleted scene is still alive
+ TestRenderSurface surface2( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
+ Dali::Integration::Scene newScene = Dali::Integration::Scene::New( surface2 );
+ DALI_TEST_CHECK( newScene );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // At this point, we have only one scene but two root layers
+ // The root layer of the deleted scene is still alive
+ DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 1 );
+
+ // Delete the root layer of the deleted scene
+ rootLayer.Reset();
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ END_TEST;
+}
+
+int UtcDaliSceneDeleteSurface(void)
+{
+ TestApplication application;
+
+ // Create the render surface for the scene
+ TestRenderSurface* renderSurface = new TestRenderSurface( Dali::PositionSize( 0, 0, 480.0f, 800.0f ) );
+
+ // Create a Scene
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( *renderSurface );
+ DALI_TEST_CHECK( scene );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // Add a renderable actor to the scene
+ auto actor = CreateRenderableActor();
+ scene.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ // Notify the Core that the render surface will be deleted.
+ application.GetCore().SurfaceDeleted( renderSurface );
+
+ // Delete the render surface
+ delete renderSurface;
+ renderSurface = nullptr;
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render(0);
+
+ END_TEST;
+}
+
+int UtcDaliSceneEventProcessingFinishedP(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ bool eventProcessingFinished = false;
+ EventProcessingFinishedFunctor functor( eventProcessingFinished );
+ scene.EventProcessingFinishedSignal().Connect( &application, functor );
+
+ Actor actor( Actor::New() );
+ scene.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( eventProcessingFinished );
+
+ END_TEST;
+}
+
+int UtcDaliSceneEventProcessingFinishedN(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ bool eventProcessingFinished = false;
+ EventProcessingFinishedFunctor functor( eventProcessingFinished );
+ scene.EventProcessingFinishedSignal().Connect( &application, functor );
+
+ Actor actor( Actor::New() );
+ scene.Add( actor );
+
+ // Do not complete event processing and confirm the signal has not been emitted.
+ DALI_TEST_CHECK( !eventProcessingFinished );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSignalKeyEventP(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ KeyEventSignalData data;
+ KeyEventReceivedFunctor functor( data );
+ scene.KeyEventSignal().Connect( &application, functor );
+
+ Integration::KeyEvent event( "i", "", "i", 0, 0, 0, Integration::KeyEvent::Down, "i", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event2( "i", "", "i", 0, 0, 0, Integration::KeyEvent::Up, "i", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event2 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event2.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event2.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event2.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event2.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event3( "a", "", "a", 0, 0, 0, Integration::KeyEvent::Down, "a", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event3 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event3.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event3.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event3.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event3.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event4( "a", "", "a", 0, 0, 0, Integration::KeyEvent::Up, "a", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event4 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event4.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event4.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event4.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event4.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+ END_TEST;
+}
+
+int UtcDaliSceneSignalKeyEventN(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ KeyEventSignalData data;
+ KeyEventReceivedFunctor functor( data );
+ scene.KeyEventSignal().Connect( &application, functor );
+
+ // Check that a non-pressed key events data is not modified.
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneTouchSignalP(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ TouchedSignalData data;
+ TouchFunctor functor( data );
+ scene.TouchSignal().Connect( &application, functor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Basic test: No actors, single touch (down then up).
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+
+ GenerateTouch( application, PointState::UP, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+ }
+
+ // Add an actor to the scene.
+ Actor actor = Actor::New();
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.TouchedSignal().Connect( &DummyTouchCallback );
+ scene.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Actor on scene, single touch, down in actor, motion, then up outside actor.
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchData.GetHitActor(0) == actor );
+ data.Reset();
+
+ GenerateTouch( application, PointState::MOTION, Vector2( 150.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ GenerateTouch( application, PointState::UP, Vector2( 150.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+ }
+
+ // Multiple touch. Should only receive a touch on first down and last up.
+ {
+ Integration::TouchEvent touchEvent;
+ Integration::Point point;
+
+ // 1st point
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.0f, 10.0f ) );
+ touchEvent.points.push_back( point );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+ data.Reset();
+
+ // 2nd point
+ touchEvent.points[0].SetState( PointState::STATIONARY );
+ point.SetDeviceId( 1 );
+ point.SetScreenPosition( Vector2( 50.0f, 50.0f ) );
+ touchEvent.points.push_back( point );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Primary point is up
+ touchEvent.points[0].SetState( PointState::UP );
+ touchEvent.points[1].SetState( PointState::STATIONARY );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Remove 1st point now, 2nd point is now in motion
+ touchEvent.points.erase( touchEvent.points.begin() );
+ touchEvent.points[0].SetState( PointState::MOTION );
+ touchEvent.points[0].SetScreenPosition( Vector2( 150.0f, 50.0f ) );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Final point Up
+ touchEvent.points[0].SetState( PointState::UP );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+ data.Reset();
+ }
+ END_TEST;
+}
+
+int UtcDaliSceneTouchSignalN(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ TouchedSignalData data;
+ TouchFunctor functor( data );
+ scene.TouchSignal().Connect( &application, functor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Confirm functor not called before there has been any touch event.
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+
+ // No actors, single touch, down, motion then up.
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0));
+
+ data.Reset();
+
+ // Confirm there is no signal when the touchpoint is only moved.
+ GenerateTouch( application, PointState::MOTION, Vector2( 1200.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Confirm a following up event generates a signal.
+ GenerateTouch( application, PointState::UP, Vector2( 1200.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0));
+ data.Reset();
+ }
+
+ // Add an actor to the scene.
+ Actor actor = Actor::New();
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.TouchedSignal().Connect( &DummyTouchCallback );
+ scene.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Actor on scene. Interrupted before down and interrupted after down.
+ {
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::INTERRUPTED );
+ data.Reset();
+
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchData.GetHitActor(0) == actor );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::DOWN );
+ data.Reset();
+
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::INTERRUPTED );
+
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+
+ // Check that getting info about a non-existent point returns an empty handle
+ Actor actor = data.receivedTouchData.GetHitActor( 1 );
+ DALI_TEST_CHECK( !actor );
+
+ data.Reset();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliSceneSignalWheelEventP(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ WheelEventSignalData data;
+ WheelEventReceivedFunctor functor( data );
+ scene.WheelEventSignal().Connect( &application, functor );
+
+ Integration::WheelEvent event( Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2( 0.0f, 0.0f ), 1, 1000u );
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( static_cast< WheelEvent::Type >(event.type) == data.receivedWheelEvent.type );
+ DALI_TEST_CHECK( event.direction == data.receivedWheelEvent.direction );
+ DALI_TEST_CHECK( event.modifiers == data.receivedWheelEvent.modifiers );
+ DALI_TEST_CHECK( event.point == data.receivedWheelEvent.point );
+ DALI_TEST_CHECK( event.z == data.receivedWheelEvent.z );
+ DALI_TEST_CHECK( event.timeStamp == data.receivedWheelEvent.timeStamp );
+
+ data.Reset();
+
+ Integration::WheelEvent event2( Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2( 0.0f, 0.0f ), -1, 1000u );
+ application.ProcessEvent( event2 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( static_cast< WheelEvent::Type >(event2.type) == data.receivedWheelEvent.type );
+ DALI_TEST_CHECK( event2.direction == data.receivedWheelEvent.direction );
+ DALI_TEST_CHECK( event2.modifiers == data.receivedWheelEvent.modifiers );
+ DALI_TEST_CHECK( event2.point == data.receivedWheelEvent.point );
+ DALI_TEST_CHECK( event2.z == data.receivedWheelEvent.z );
+ DALI_TEST_CHECK( event2.timeStamp == data.receivedWheelEvent.timeStamp );
+ END_TEST;
+}
+
+int UtcDaliSceneEnsureEmptySceneCleared(void)
+{
+ tet_infoline( "Ensure we clear the newly added window" );
+
+ TestApplication application;
+
+ // Create a new scene and set the background colors of both the new and the main scenes
+ auto defaultScene = application.GetScene();
+ defaultScene.SetBackgroundColor( Color::WHITE );
+
+ TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
+ auto newScene = Integration::Scene::New( surface );
+ newScene.SetBackgroundColor( Color::RED );
+
+ // Need to create a renderable as we don't start rendering until we have at least one
+ // We don't need to add this to any scene
+ auto actor = CreateRenderableActor();
+
+ auto& glAbstraction = application.GetGlAbstraction();
+ auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION );
+
+ // Add the actor to the main scene
+ defaultScene.Add( actor );
+
+ application.SendNotification();
+ application.Render();
+
+ // Add another scene and set its background color, ensure we clear it to the appropriate color
+
+ TestRenderSurface surface2( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
+ auto thirdScene = Integration::Scene::New( surface2 );
+ thirdScene.SetBackgroundColor( Color::BLUE );
+
+ clearCountBefore = glAbstraction.GetClearCountCalled();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 3, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceResizedDefaultScene(void)
+{
+ tet_infoline( "Ensure resizing of the surface is handled properly" );
+
+ TestApplication application;
+
+ auto defaultScene = application.GetScene();
+ Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
+ DALI_TEST_CHECK( defaultSurface );
+
+ // Ensure stage size matches the surface size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+
+ // Resize the surface and inform the scene accordingly
+ Vector2 newSize( 1000.0f, 2000.0f );
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
+ defaultScene.SurfaceResized( false );
+
+ DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceResizedDefaultSceneViewport(void)
+{
+ tet_infoline( "Ensure resizing of the surface & viewport is handled properly" );
+
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& callStack = glAbstraction.GetViewportTrace();
+ glAbstraction.EnableViewportCallTrace( true );
+
+ // Initial scene setup
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ actor.SetSize(400, 400);
+ Stage::GetCurrent().Add(actor);
+
+ // Render before resizing surface
+ application.SendNotification();
+ application.Render(0);
+ glAbstraction.ResetViewportCallStack();
+
+ auto defaultScene = application.GetScene();
+ Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
+ DALI_TEST_CHECK( defaultSurface );
+
+ // Ensure stage size matches the surface size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+
+ // Resize the surface and inform the scene accordingly
+ Vector2 newSize( 1000.0f, 2000.0f );
+ std::string viewportParams( "0, 0, 1000, 2000" ); // to match newSize
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
+ defaultScene.SurfaceResized();
+
+ DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
+
+ // Render after resizing surface
+ application.SendNotification();
+ application.Render(0);
+
+ // Check that the viewport is handled properly
+ DALI_TEST_CHECK( callStack.FindMethodAndGetParameters("Viewport", viewportParams ) );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceResizedMultipleRenderTasks(void)
+{
+ tet_infoline( "Ensure resizing of the surface & viewport is handled properly" );
+
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& callStack = glAbstraction.GetViewportTrace();
+ glAbstraction.EnableViewportCallTrace( true );
+
+ // Initial scene setup
+ auto stage = Stage::GetCurrent();
+
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer(renderer);
+ int testWidth = 400;
+ int testHeight = 400;
+ actor.SetSize(testWidth, testHeight);
+ stage.Add(actor);
+
+ CameraActor offscreenCameraActor = CameraActor::New( Size( testWidth, testHeight ) );
+ Stage::GetCurrent().Add( offscreenCameraActor );
+
+ FrameBuffer newFrameBuffer = FrameBuffer::New( testWidth, testHeight, FrameBuffer::Attachment::NONE );
+
+ RenderTask newTask = stage.GetRenderTaskList().CreateTask();
+ newTask.SetCameraActor( offscreenCameraActor );
+ newTask.SetSourceActor( actor );
+ newTask.SetFrameBuffer( newFrameBuffer );
+ newTask.SetViewportPosition( Vector2(0, 0) );
+ newTask.SetViewportSize( Vector2(testWidth, testHeight) );
+
+ // Render before resizing surface
+ application.SendNotification();
+ application.Render(0);
+ glAbstraction.ResetViewportCallStack();
+
+ Rect<int32_t> initialViewport = newTask.GetViewport();
+ int initialWidth = initialViewport.width;
+ int initialHeight = initialViewport.height;
+ DALI_TEST_EQUALS( initialWidth, testWidth, TEST_LOCATION );
+ DALI_TEST_EQUALS( initialHeight, testHeight, TEST_LOCATION );
+
+ auto defaultScene = application.GetScene();
+ Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
+ DALI_TEST_CHECK( defaultSurface );
+
+ // Ensure stage size matches the surface size
+ DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+
+ // Resize the surface and inform the scene accordingly
+ Vector2 newSize( 800.0f, 480.0f );
+ std::string viewportParams( "0, 0, 800, 480" ); // to match newSize
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
+ defaultScene.SurfaceResized();
+
+ DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
+
+ // Render after resizing surface
+ application.SendNotification();
+ application.Render(0);
+
+ // Check that the viewport is handled properly
+ DALI_TEST_CHECK( callStack.FindMethodAndGetParameters("Viewport", viewportParams ) );
+
+ // Second render-task should not be affected
+ Rect<int32_t> viewport = newTask.GetViewport();
+ int width = viewport.width;
+ int height = viewport.height;
+ DALI_TEST_EQUALS( width, testWidth, TEST_LOCATION );
+ DALI_TEST_EQUALS( height, testHeight, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceResizedAdditionalScene(void)
+{
+ tet_infoline( "Ensure resizing of the surface is handled properly on additional scenes" );
+
+ TestApplication application;
+ Vector2 originalSurfaceSize( 500.0f, 1000.0f );
+
+ TestRenderSurface surface( PositionSize( 0.0f, 0.0f, originalSurfaceSize.width, originalSurfaceSize.height ) );
+
+ auto scene = Integration::Scene::New( surface );
+
+ // Ensure stage size does NOT match the surface size
+ auto stage = Stage::GetCurrent();
+ const auto stageSize = stage.GetSize();
+ DALI_TEST_CHECK( stageSize != originalSurfaceSize );
+ DALI_TEST_EQUALS( originalSurfaceSize, scene.GetSize(), TEST_LOCATION );
+
+ // Resize the surface and inform the scene accordingly
+ Vector2 newSize( 1000.0f, 2000.0f );
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ surface.MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
+ scene.SurfaceResized( false );
+
+ // Ensure the stage hasn't been resized
+ DALI_TEST_EQUALS( stage.GetSize(), stageSize, TEST_LOCATION );
+ DALI_TEST_EQUALS( scene.GetSize(), newSize, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneSetSurface(void)
+{
+ tet_infoline( "Scene::SetSurface test" );
+
+ TestApplication application;
+
+ // Create a scene with a surface and ensure the size and surface is set correctly on the scene
+ Vector2 surfaceSize( 480.0f, 800.0f );
+ TestRenderSurface surface( PositionSize( 0.0f, 0.0f, surfaceSize.width, surfaceSize.height ) );
+ auto scene = Integration::Scene::New( surface );
+ DALI_TEST_EQUALS( scene.GetSize(), surfaceSize, TEST_LOCATION );
+ DALI_TEST_CHECK( scene.GetSurface() == &surface );
+
+ // Create a new surface and set that on the scene
+ Vector2 newSurfaceSize( 1000.0f, 1000.0f );
+ TestRenderSurface newSurface( PositionSize( 0.0f, 0.0f, newSurfaceSize.width, newSurfaceSize.height ) );
+ scene.SetSurface( newSurface );
+ DALI_TEST_EQUALS( scene.GetSize(), newSurfaceSize, TEST_LOCATION );
+ DALI_TEST_CHECK( scene.GetSurface() == &newSurface );
+
+ // Ensure setting the same surface again doesn't have any side effects
+ scene.SetSurface( newSurface );
+ DALI_TEST_EQUALS( scene.GetSize(), newSurfaceSize, TEST_LOCATION );
+ DALI_TEST_CHECK( scene.GetSurface() == &newSurface );
+
+ END_TEST;
+}
+
+int UtcDaliSceneKeyEventGeneratedSignalP(void)
+{
+ TestApplication application;
+ Dali::Integration::Scene scene = application.GetScene();
+
+ KeyEventGeneratedSignalData data;
+ KeyEventGeneratedReceivedFunctor functor( data );
+ scene.KeyEventGeneratedSignal().Connect( &application, functor );
+
+ Integration::KeyEvent event( "a", "", "a", 0, 0, 0, Integration::KeyEvent::Up, "a", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event2( "i", "", "i", 0, 0, 0, Integration::KeyEvent::Up, "i", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event2 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event2.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event2.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event2.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event2.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event3( "a", "", "a", 0, 0, 0, Integration::KeyEvent::Down, "a", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event3 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event3.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event3.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event3.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event3.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event4( "a", "", "a", 0, 0, 0, Integration::KeyEvent::Up, "a", DEFAULT_DEVICE_NAME, Device::Class::NONE, Device::Subclass::NONE );
+ application.ProcessEvent( event4 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event4.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event4.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event4.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event4.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+ END_TEST;
+}