auto stage = Stage::GetCurrent();
DALI_TEST_EQUALS(stage.GetSize(), defaultScene.GetSize(), TEST_LOCATION);
+ Rect<int32_t> surfaceRect = defaultScene.GetCurrentSurfaceRect();
+
bool surfaceResized;
// check resized flag before surface is resized.
surfaceResized = defaultScene.IsSurfaceRectChanged();
DALI_TEST_EQUALS(stage.GetSize(), newSize, TEST_LOCATION);
DALI_TEST_EQUALS(defaultScene.GetSize(), newSize, TEST_LOCATION);
+ // Check current surface rect
+ Rect<int32_t> newSurfaceRect = defaultScene.GetCurrentSurfaceRect();
+
+ // It should not be changed yet.
+ DALI_TEST_CHECK(surfaceRect == newSurfaceRect);
+
// Render after resizing surface
application.SendNotification();
application.Render(0);
// Check that the viewport is handled properly
DALI_TEST_CHECK(callStack.FindMethodAndGetParameters("Viewport", viewportParams));
+ // Check current surface rect
+ newSurfaceRect = defaultScene.GetCurrentSurfaceRect();
+
+ // It should be changed
+ DALI_TEST_EQUALS(newSurfaceRect.x, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(newSurfaceRect.y, 0, TEST_LOCATION);
+ DALI_TEST_EQUALS(newSurfaceRect.width, 1000, TEST_LOCATION);
+ DALI_TEST_EQUALS(newSurfaceRect.height, 2000, TEST_LOCATION);
+
END_TEST;
}
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
0);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Check current surface orientation
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
END_TEST;
}
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
90);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Check current surface orientation
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+
END_TEST;
}
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
180);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Check current surface orientation
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 180, TEST_LOCATION);
+
END_TEST;
}
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
application.RenderWithPartialUpdate(damagedRects, clippingRect);
Actor actor = CreateRenderableActor();
application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
TestApplication::DEFAULT_SURFACE_HEIGHT,
270);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
application.SendNotification();
application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+ // Check current surface orientation
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 270, TEST_LOCATION);
+
END_TEST;
}
+int UtcDaliSceneSetRotationCompletedAcknowledgementWithAngle90(void)
+{
+ tet_infoline("Ensure to acknowledge for completing surface 90 angle rotaiton");
+
+ TestApplication application(
+ TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ TestApplication::DEFAULT_HORIZONTAL_DPI,
+ TestApplication::DEFAULT_VERTICAL_DPI,
+ true,
+ true);
+
+ const TestGlAbstraction::ScissorParams& glScissorParams(application.GetGlAbstraction().GetScissorParams());
+
+ std::vector<Rect<int>> damagedRects;
+ Rect<int> clippingRect;
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ Actor actor = CreateRenderableActor();
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::POSITION, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetProperty(Actor::Property::SIZE, Vector3(16.0f, 16.0f, 0.0f));
+ actor.SetResizePolicy(ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS);
+ application.GetScene().Add(actor);
+
+ application.SendNotification();
+
+ damagedRects.clear();
+ application.GetScene().SurfaceRotated(TestApplication::DEFAULT_SURFACE_WIDTH,
+ TestApplication::DEFAULT_SURFACE_HEIGHT,
+ 90);
+
+ // Check current surface orientation
+ int32_t orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should not be changed yet.
+ DALI_TEST_EQUALS(orientation, 0, TEST_LOCATION);
+
+ application.GetScene().SetRotationCompletedAcknowledgement();
+
+ application.SendNotification();
+ application.PreRenderWithPartialUpdate(TestApplication::RENDER_FRAME_INTERVAL, nullptr, damagedRects);
+ DALI_TEST_EQUALS(damagedRects.size(), 1, TEST_LOCATION);
+
+ clippingRect = Rect<int>(CLIPPING_RECT_X, CLIPPING_RECT_Y, CLIPPING_RECT_WIDTH, CLIPPING_RECT_HEIGHT); // in screen coordinates, includes 3 last frames updates
+ DALI_TEST_EQUALS<Rect<int>>(clippingRect, damagedRects[0], TEST_LOCATION);
+ application.RenderWithPartialUpdate(damagedRects, clippingRect);
+
+ // It is recalculation for glScissor.
+ // Because surface is rotated and glScissor is called with recalcurated value.
+ clippingRect.x = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.y = CLIPPING_RECT_X;
+ clippingRect.width = CLIPPING_RECT_HEIGHT;
+ clippingRect.height = CLIPPING_RECT_WIDTH;
+
+ DALI_TEST_EQUALS(clippingRect.x, glScissorParams.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.y, glScissorParams.y, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.width, glScissorParams.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(clippingRect.height, glScissorParams.height, TEST_LOCATION);
+
+ // Check current surface orientation
+ orientation = application.GetScene().GetCurrentSurfaceOrientation();
+
+ // It should be changed.
+ DALI_TEST_EQUALS(orientation, 90, TEST_LOCATION);
+
+ bool isSetRotationCompletedAcknowledgementSet = application.GetScene().IsRotationCompletedAcknowledgementSet();
+ DALI_TEST_EQUALS(isSetRotationCompletedAcknowledgementSet, true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+
+
int UtcDaliSceneKeyEventGeneratedSignalP(void)
{
TestApplication application;
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
+ // Render before adding 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);
+
Actor actor = Actor::New();
actor.AddRenderer(renderer);