#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>
// 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)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+
+ receivedTouchEvent.points.clear();
+ receivedTouchEvent.time = 0;
+
+ receivedTouchData.Reset();
+ }
+
+ bool functorCalled;
+ 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;
+ }
+
+ 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;
+};
+
+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
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
+ 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 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;
+}
+