/*
- * 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>
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 )
{
- 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::Integration::Scene scene = Dali::Integration::Scene::New( Size( 480.0f, 800.0f ) );
DALI_TEST_CHECK( scene );
signalData.newSceneCreated = true;
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
- TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( surface );
+ 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
- TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( surface );
+ 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( 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::Integration::Scene newScene = Dali::Integration::Scene::New( Size( 480.0f, 800.0f ) );
DALI_TEST_CHECK( newScene );
// Render and notify.
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;
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 );
- END_TEST;
-}
-
-int UtcDaliSceneEnsureEmptySceneCleared(void)
-{
- tet_infoline( "Ensure we clear the newly added window" );
-
- TestApplication application;
-
- auto& glAbstraction = application.GetGlAbstraction();
- auto clearCountBefore = glAbstraction.GetClearCountCalled();
-
- application.SendNotification();
- application.Render();
-
- // No actor, no rendering at all
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::TRANSPARENT, TEST_LOCATION );
-
- // 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();
-
- application.SendNotification();
- application.Render();
-
- // Default background color
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLACK, TEST_LOCATION );
-
- // 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 );
-
- application.SendNotification();
- application.Render();
-
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::WHITE, TEST_LOCATION );
-
- TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
- auto newScene = Integration::Scene::New( surface );
- newScene.SetBackgroundColor( Color::RED );
-
- application.SendNotification();
- application.Render();
-
- // + 2 clear for 2 scenes
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 4, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::RED, TEST_LOCATION );
-
- // Add the actor to the main scene
- defaultScene.Add( actor );
-
- application.SendNotification();
- application.Render();
-
- // + 2 clear for 2 scenes
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 6, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::RED, TEST_LOCATION );
-
- // Add another scene and set its background color, ensure we clear it to the appropriate color
- // + 3 clear for 3 scenes
- TestRenderSurface surface2( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
- auto thirdScene = Integration::Scene::New( surface2 );
- thirdScene.SetBackgroundColor( Color::BLUE );
-
- application.SendNotification();
- application.Render();
-
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 9, TEST_LOCATION );
- DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION );
-
+ 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;
}
TestApplication application;
auto defaultScene = application.GetScene();
- Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
- DALI_TEST_CHECK( defaultSurface );
+ DALI_TEST_CHECK( defaultScene );
- // Ensure stage size matches the surface size
+ // Ensure stage size matches the scene size
auto stage = Stage::GetCurrent();
- DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION );
- // Resize the surface and inform the scene accordingly
+ // Resize the scene
Vector2 newSize( 1000.0f, 2000.0f );
DALI_TEST_CHECK( stage.GetSize() != newSize );
- defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
- defaultScene.SurfaceResized();
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 400.0f, 400.0f ) );
+ application.GetScene().Add(actor);
// Render before resizing surface
application.SendNotification();
glAbstraction.ResetViewportCallStack();
auto defaultScene = application.GetScene();
- Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
- DALI_TEST_CHECK( defaultSurface );
+ DALI_TEST_CHECK( defaultScene );
- // Ensure stage size matches the surface size
+ // Ensure stage size matches the scene size
auto stage = Stage::GetCurrent();
- DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION );
- // Resize the surface and inform the scene accordingly
+ // 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 );
- defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
- defaultScene.SurfaceResized();
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
glAbstraction.EnableViewportCallTrace( true );
// Initial scene setup
- auto stage = Stage::GetCurrent();
+ auto scene = application.GetScene();
Geometry geometry = CreateQuadGeometry();
Shader shader = CreateShader();
actor.AddRenderer(renderer);
int testWidth = 400;
int testHeight = 400;
- actor.SetSize(testWidth, testHeight);
- stage.Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2( testWidth, testHeight) );
+ scene.Add(actor);
CameraActor offscreenCameraActor = CameraActor::New( Size( testWidth, testHeight ) );
- Stage::GetCurrent().Add( offscreenCameraActor );
+ application.GetScene().Add( offscreenCameraActor );
FrameBuffer newFrameBuffer = FrameBuffer::New( testWidth, testHeight, FrameBuffer::Attachment::NONE );
- RenderTask newTask = stage.GetRenderTaskList().CreateTask();
+ RenderTask newTask = scene.GetRenderTaskList().CreateTask();
newTask.SetCameraActor( offscreenCameraActor );
newTask.SetSourceActor( actor );
newTask.SetFrameBuffer( newFrameBuffer );
DALI_TEST_EQUALS( initialHeight, testHeight, TEST_LOCATION );
auto defaultScene = application.GetScene();
- Integration::RenderSurface* defaultSurface = defaultScene.GetSurface();
- DALI_TEST_CHECK( defaultSurface );
+ DALI_TEST_CHECK( defaultScene );
- // Ensure stage size matches the surface size
- DALI_TEST_EQUALS( stage.GetSize(), Vector2( defaultSurface->GetPositionSize().width, defaultSurface->GetPositionSize().height ), TEST_LOCATION );
+ // Ensure stage size matches the scene size
+ auto stage = Stage::GetCurrent();
+ DALI_TEST_EQUALS( stage.GetSize(), defaultScene.GetSize(), 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
+ // 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 );
- defaultSurface->MoveResize( PositionSize( 0, 0, newSize.width, newSize.height ) );
- defaultScene.SurfaceResized();
+ defaultScene.SurfaceResized( newSize.width, newSize.height );
DALI_TEST_EQUALS( stage.GetSize(), newSize, TEST_LOCATION );
DALI_TEST_EQUALS( defaultScene.GetSize(), newSize, TEST_LOCATION );
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 );
+ auto scene = Integration::Scene::New( Size( originalSurfaceSize.width, originalSurfaceSize.height ) );
// Ensure stage size does NOT match the surface size
auto stage = Stage::GetCurrent();
// 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();
+ scene.SurfaceResized( newSize.width, newSize.height );
// Ensure the stage hasn't been resized
DALI_TEST_EQUALS( stage.GetSize(), stageSize, 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_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION );
DALI_TEST_EQUALS( glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION );
- TestRenderSurface surface( PositionSize( 0.0f, 0.0f, 480.0f, 800.0f ) );
- defaultScene.SetSurface( surface );
+ defaultScene.SurfaceReplaced();
application.SendNotification();
application.Render();
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;
+}