/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/integration-api/scene.h>
#include <dali/integration-api/events/key-event-integ.h>
#include <dali/public-api/events/key-event.h>
+#include <dali/devel-api/common/stage.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
functorCalled = false;
createNewScene = false;
newSceneCreated = false;
-
- receivedTouchEvent.points.clear();
- receivedTouchEvent.time = 0;
-
- receivedTouchData.Reset();
+ receivedTouchEvent.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
{
TouchFunctor( TouchedSignalData& data ) : signalData( data ) { }
- void operator()( const TouchData& touch )
+ void operator()( const TouchEvent& touch )
{
signalData.functorCalled = true;
- signalData.receivedTouchData = touch;
+ signalData.receivedTouchEvent = touch;
if ( signalData.createNewScene )
{
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( Size( 480.0f, 800.0f ) );
DALI_TEST_CHECK( scene );
signalData.newSceneCreated = 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;
return true;
}
+void FrameCallback( int frameId )
+{
+}
+
} // unnamed namespace
int UtcDaliSceneAdd(void)
Dali::Integration::Scene scene = application.GetScene();
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.OnStage() );
+ DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
scene.Add( actor );
- DALI_TEST_CHECK( actor.OnStage() );
+ DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
END_TEST;
}
Dali::Integration::Scene scene = application.GetScene();
Actor actor = Actor::New();
- DALI_TEST_CHECK( !actor.OnStage() );
+ DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
scene.Add( actor );
- DALI_TEST_CHECK( actor.OnStage() );
+ DALI_TEST_CHECK( actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
scene.Remove(actor);
- DALI_TEST_CHECK( !actor.OnStage() );
+ DALI_TEST_CHECK( !actor.GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) );
END_TEST;
}
tet_infoline("Testing Dali::Scene::Discard");
// Create a new Scene
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( Size( 480.0f, 800.0f ) );
DALI_TEST_CHECK( scene );
// One reference of scene kept here and the other one kept in the Core
TestApplication application;
// Create a Scene
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New( Size( 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 );
+ // Add a renderable actor to the scene
+ auto actor = CreateRenderableActor();
+ scene.Add( actor );
+
// Render and notify.
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( rootLayer.GetBaseObject().ReferenceCount() == 1 );
// Create a new Scene while the root layer of the deleted scene is still alive
- Dali::Integration::Scene newScene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
+ Dali::Integration::Scene newScene = Dali::Integration::Scene::New( Size( 480.0f, 800.0f ) );
DALI_TEST_CHECK( newScene );
// Render and notify.
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) );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.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) );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.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 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ actor.TouchSignal().Connect( &DummyTouchCallback );
scene.Add( actor );
// Render and notify.
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.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetHitActor(0) == actor );
data.Reset();
GenerateTouch( application, PointState::MOTION, Vector2( 150.0f, 10.0f ) ); // Some motion
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) );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.GetHitActor(0) );
data.Reset();
}
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 );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
data.Reset();
// 2nd point
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 );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
data.Reset();
}
END_TEST;
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));
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.GetHitActor(0));
data.Reset();
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));
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.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 );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 100.0f, 100.0f ) );
+ actor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT );
+ actor.TouchSignal().Connect( &DummyTouchCallback );
scene.Add( actor );
// Render and notify.
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_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchEvent.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 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetHitActor(0) == actor );
+ DALI_TEST_CHECK( data.receivedTouchEvent.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_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchEvent.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetState(0) == PointState::INTERRUPTED );
- DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
// Check that getting info about a non-existent point returns an empty handle
- Actor actor = data.receivedTouchData.GetHitActor( 1 );
+ Actor actor = data.receivedTouchEvent.GetHitActor( 1 );
DALI_TEST_CHECK( !actor );
data.Reset();
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 );
+ DALI_TEST_CHECK( static_cast< WheelEvent::Type >(event.type) == data.receivedWheelEvent.GetType() );
+ DALI_TEST_CHECK( event.direction == data.receivedWheelEvent.GetDirection() );
+ DALI_TEST_CHECK( event.modifiers == data.receivedWheelEvent.GetModifiers() );
+ DALI_TEST_CHECK( event.point == data.receivedWheelEvent.GetPoint() );
+ DALI_TEST_CHECK( event.delta == data.receivedWheelEvent.GetDelta() );
+ DALI_TEST_CHECK( event.timeStamp == data.receivedWheelEvent.GetTime() );
data.Reset();
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 );
+ DALI_TEST_CHECK( static_cast< WheelEvent::Type >(event2.type) == data.receivedWheelEvent.GetType() );
+ DALI_TEST_CHECK( event2.direction == data.receivedWheelEvent.GetDirection() );
+ DALI_TEST_CHECK( event2.modifiers == data.receivedWheelEvent.GetModifiers() );
+ DALI_TEST_CHECK( event2.point == data.receivedWheelEvent.GetPoint() );
+ DALI_TEST_CHECK( event2.delta == data.receivedWheelEvent.GetDelta() );
+ DALI_TEST_CHECK( event2.timeStamp == data.receivedWheelEvent.GetTime() );
END_TEST;
}
-int UtcDaliSceneEnsureEmptySceneCleared(void)
+int UtcDaliSceneSurfaceResizedDefaultScene(void)
{
- tet_infoline( "Ensure we clear the newly added window" );
+ tet_infoline( "Ensure resizing of the surface is handled properly" );
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 );
+ DALI_TEST_CHECK( defaultScene );
+
+ // Ensure stage size matches the scene size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION );
+
+ // Resize the scene
+ Vector2 newSize( 1000.0f, 2000.0f );
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
+
+ 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.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
+
+ // Render before resizing surface
+ application.SendNotification();
+ application.Render(0);
+ glAbstraction.ResetViewportCallStack();
+
+ auto defaultScene = application.GetScene();
+ DALI_TEST_CHECK( defaultScene );
+
+ // Ensure stage size matches the scene size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION );
+
+ // Resize the scene
+ Vector2 newSize( 1000.0f, 2000.0f );
+ std::string viewportParams( "0, 0, 1000, 2000" ); // to match newSize
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
+
+ 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 scene = application.GetScene();
+
+ 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.SetProperty( Actor::Property::SIZE, Vector2( testWidth, testHeight) );
+ scene.Add(actor);
+
+ CameraActor offscreenCameraActor = CameraActor::New( Size( testWidth, testHeight ) );
+ application.GetScene().Add( offscreenCameraActor );
+
+ FrameBuffer newFrameBuffer = FrameBuffer::New( testWidth, testHeight, FrameBuffer::Attachment::NONE );
+
+ RenderTask newTask = scene.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();
+ DALI_TEST_CHECK( defaultScene );
+
+ // Ensure stage size matches the scene size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION );
+
+ // Resize the scene
+ Vector2 newSize( 1000.0f, 2000.0f );
+ std::string viewportParams( "0, 0, 1000, 2000" ); // to match newSize
+ DALI_TEST_CHECK( stage.GetSize() != newSize );
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
+
+ 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;
+}
- auto newScene = Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
- newScene.SetBackgroundColor( Color::RED );
+int UtcDaliSceneSurfaceResizedAdditionalScene(void)
+{
+ tet_infoline( "Ensure resizing of the surface is handled properly on additional scenes" );
+
+ TestApplication application;
+ Vector2 originalSurfaceSize( 500.0f, 1000.0f );
+
+ auto scene = Integration::Scene::New( Size( originalSurfaceSize.width, originalSurfaceSize.height ) );
+
+ // 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 );
+ scene.SurfaceResized( newSize.width, newSize.height );
+
+ // 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 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;
+}
+
+int UtcDaliSceneEnsureReplacedSurfaceKeepsClearColor(void)
+{
+ tet_infoline( "Ensure we keep background color when the scene surface is replaced " );
+
+ TestApplication application;
+
+ // Create a new scene and set the background color of the main scene
+ auto defaultScene = application.GetScene();
+ defaultScene.SetBackgroundColor( Color::BLUE );
// 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
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION );
- // Add the actor to the main scene
- defaultScene.Add( actor );
+ defaultScene.SurfaceReplaced();
application.SendNotification();
application.Render();
- // Add another scene and set its background color, ensure we clear it to the appropriate color
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION );
- auto thirdScene = Integration::Scene::New( Vector2( 200.0f, 200.0f ) );
- thirdScene.SetBackgroundColor( Color::BLUE );
+ // Check when the main render task viewport is set the clear color is clipped using scissors
+ TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace();
+ TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace();
+ scissorTrace.Enable( true );
+ enabledDisableTrace.Enable( true );
- clearCountBefore = glAbstraction.GetClearCountCalled();
+ defaultScene.GetRenderTaskList().GetTask( 0 ).SetViewport( Viewport( 0.0f, 0.0f, 100.0f, 100.0f ) );
application.SendNotification();
application.Render();
+ // Check scissor test was enabled.
+ DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST)
+
+ // Check the scissor was set, and the coordinates are correct.
+ DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", "0, 700, 100, 100" ) );
+
DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 3, TEST_LOCATION );
+ DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION );
+
+ scissorTrace.Enable( false );
+ scissorTrace.Reset();
+
+ enabledDisableTrace.Enable( false );
+ enabledDisableTrace.Reset();
+
+ END_TEST;
+}
+
+int UtcDaliSceneEmptySceneRendering(void)
+{
+ tet_infoline( "Ensure not rendering before a Renderer is added" );
+
+ TestApplication application;
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+
+ // Render without any renderer
+ application.SendNotification();
+ application.Render();
+
+ // Check the clear count and the render status
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetRenderNeedsPostRender(), false, TEST_LOCATION );
+
+ // Add a Renderer
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400, 400 ) );
+ application.GetScene().Add( actor );
+
+ // Render
+ application.SendNotification();
+ application.Render();
+
+ // Check the clear count and the render status
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( application.GetRenderNeedsPostRender(), true, TEST_LOCATION );
+
+ // Remove the Renderer
+ application.GetScene().Remove( actor );
+ actor.Reset();
+ renderer.Reset();
+
+ // Render
+ application.SendNotification();
+ application.Render();
+
+ // Check the clear count and the render status
+ DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), 2, TEST_LOCATION ); // Should be cleared
+ DALI_TEST_EQUALS( application.GetRenderNeedsPostRender(), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliSceneFrameRenderedPresentedCallback(void)
+{
+ tet_infoline( "UtcDaliSceneFrameRenderedCallback" );
+
+ TestApplication application;
+
+ // Add a Renderer
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+ application.GetScene().Add( actor );
+
+ Dali::Integration::Scene scene = application.GetScene();
+
+ int frameId = 1;
+ scene.AddFrameRenderedCallback( std::unique_ptr< CallbackBase >( MakeCallback( &FrameCallback ) ), frameId );
+ scene.AddFramePresentedCallback( std::unique_ptr< CallbackBase >( MakeCallback( &FrameCallback ) ), frameId );
+
+ // Render
+ application.SendNotification();
+ application.Render();
+
+ Dali::Integration::Scene::FrameCallbackContainer callbackContainer;
+ scene.GetFrameRenderedCallback( callbackContainer );
+
+ DALI_TEST_EQUALS( callbackContainer.size(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( callbackContainer[0].second, frameId, TEST_LOCATION );
+
+ callbackContainer.clear();
+
+ scene.GetFramePresentedCallback( callbackContainer );
+
+ DALI_TEST_EQUALS( callbackContainer.size(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( callbackContainer[0].second, frameId, TEST_LOCATION );
END_TEST;
}