/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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 <iostream>
-
-#include <stdlib.h>
-#include <dali/integration-api/scene.h>
+#include <dali-test-suite-utils.h>
+#include <dali/devel-api/common/stage.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/integration-api/scene.h>
+#include <dali/public-api/events/key-event.h>
+#include <mesh-builder.h>
+#include <stdlib.h>
-#include <dali-test-suite-utils.h>
+#include <iostream>
// Internal headers are allowed here
namespace
{
-
const std::string DEFAULT_DEVICE_NAME("hwKeyboard");
// Functor for EventProcessingFinished signal
/**
* @param[in] eventProcessingFinished reference to a boolean variable used to check if signal has been called.
*/
- EventProcessingFinishedFunctor( bool& eventProcessingFinished )
- : mEventProcessingFinished( eventProcessingFinished )
- {}
+ EventProcessingFinishedFunctor(bool& eventProcessingFinished)
+ : mEventProcessingFinished(eventProcessingFinished)
+ {
+ }
void operator()()
{
{
KeyEventSignalData()
: functorCalled(false)
- {}
+ {
+ }
void Reset()
{
functorCalled = false;
- receivedKeyEvent.keyModifier = 0;
- receivedKeyEvent.keyPressedName.clear();
- receivedKeyEvent.keyPressed.clear();
+ receivedKeyEvent.Reset();
}
- bool functorCalled;
+ bool functorCalled;
KeyEvent receivedKeyEvent;
};
// Functor that sets the data when called
struct KeyEventReceivedFunctor
{
- KeyEventReceivedFunctor( KeyEventSignalData& data ) : signalData( data ) { }
+ KeyEventReceivedFunctor(KeyEventSignalData& data)
+ : signalData(data)
+ {
+ }
- bool operator()( const KeyEvent& keyEvent )
+ bool operator()(const KeyEvent& keyEvent)
{
- signalData.functorCalled = true;
+ signalData.functorCalled = true;
signalData.receivedKeyEvent = keyEvent;
return true;
: functorCalled(false),
createNewScene(false),
newSceneCreated(false)
- {}
+ {
+ }
void Reset()
{
- functorCalled = false;
- createNewScene = false;
+ functorCalled = false;
+ createNewScene = false;
newSceneCreated = false;
-
- receivedTouchEvent.points.clear();
- receivedTouchEvent.time = 0;
-
- receivedTouchData.Reset();
+ receivedTouchEvent.Reset();
}
- bool functorCalled;
- bool createNewScene;
- bool newSceneCreated;
+ bool functorCalled;
+ bool createNewScene;
+ bool newSceneCreated;
TouchEvent receivedTouchEvent;
- TouchData receivedTouchData;
};
// Functor that sets the data when touched signal is received
-struct TouchedFunctor
+struct TouchFunctor
{
- TouchedFunctor( TouchedSignalData& data ) : signalData( data ) { }
-
- void operator()( const TouchEvent& touch )
+ TouchFunctor(TouchedSignalData& data)
+ : signalData(data)
{
- 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 )
+ void operator()(const TouchEvent& touch)
{
- signalData.functorCalled = true;
- signalData.receivedTouchData = touch;
+ signalData.functorCalled = true;
+ signalData.receivedTouchEvent = touch;
- if ( signalData.createNewScene )
+ if(signalData.createNewScene)
{
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
- DALI_TEST_CHECK( scene );
+ Dali::Integration::Scene scene = Dali::Integration::Scene::New(Size(480.0f, 800.0f));
+ DALI_TEST_CHECK(scene);
signalData.newSceneCreated = true;
}
{
WheelEventSignalData()
: functorCalled(false)
- {}
+ {
+ }
void Reset()
{
functorCalled = false;
}
- bool functorCalled;
+ bool functorCalled;
WheelEvent receivedWheelEvent;
};
// Functor that sets the data when wheel-event signal is received
struct WheelEventReceivedFunctor
{
- WheelEventReceivedFunctor( WheelEventSignalData& data ) : signalData( data ) { }
+ WheelEventReceivedFunctor(WheelEventSignalData& data)
+ : signalData(data)
+ {
+ }
- bool operator()( const WheelEvent& wheelEvent )
+ bool operator()(const WheelEvent& wheelEvent)
{
- signalData.functorCalled = true;
+ signalData.functorCalled = true;
signalData.receivedWheelEvent = wheelEvent;
return true;
WheelEventSignalData& signalData;
};
-void GenerateTouch( TestApplication& application, PointState::Type state, const Vector2& screenPosition )
+// 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.Reset();
+ }
+
+ 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 );
+ Integration::Point point;
+ point.SetState(state);
+ point.SetScreenPosition(screenPosition);
+ touchEvent.points.push_back(point);
+ application.ProcessEvent(touchEvent);
}
-bool DummyTouchCallback( Actor actor, const TouchEvent& touch )
+bool DummyTouchCallback(Actor actor, const TouchEvent& touch)
{
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() );
+ scene.Add(actor);
+ 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() );
+ scene.Add(actor);
+ 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::Integration::Scene::GetSize");
Dali::Integration::Scene scene = application.GetScene();
- Size size = scene.GetSize();
- DALI_TEST_EQUALS( TestApplication::DEFAULT_SURFACE_WIDTH, size.width, TEST_LOCATION );
- DALI_TEST_EQUALS( TestApplication::DEFAULT_SURFACE_HEIGHT, size.height, TEST_LOCATION );
+ Size size = scene.GetSize();
+ DALI_TEST_EQUALS(TestApplication::DEFAULT_SURFACE_WIDTH, size.width, TEST_LOCATION);
+ DALI_TEST_EQUALS(TestApplication::DEFAULT_SURFACE_HEIGHT, size.height, TEST_LOCATION);
END_TEST;
}
// Test that setting core DPI explicitly also sets up the scene's DPI.
Dali::Integration::Scene scene = application.GetScene();
- scene.SetDpi( Vector2(200.0f, 180.0f) );
+ scene.SetDpi(Vector2(200.0f, 180.0f));
Vector2 dpi = scene.GetDpi();
- DALI_TEST_EQUALS( dpi.x, 200.0f, TEST_LOCATION );
- DALI_TEST_EQUALS( dpi.y, 180.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(dpi.x, 200.0f, TEST_LOCATION);
+ DALI_TEST_EQUALS(dpi.y, 180.0f, TEST_LOCATION);
END_TEST;
}
const RenderTaskList& tasks = scene.GetRenderTaskList();
// There should be 1 task by default.
- DALI_TEST_EQUALS( tasks.GetTaskCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(tasks.GetTaskCount(), 1u, TEST_LOCATION);
// RenderTaskList has it's own UTC tests.
// But we can confirm that GetRenderTaskList in Stage retrieves the same RenderTaskList each time.
RenderTask newTask = scene.GetRenderTaskList().CreateTask();
- DALI_TEST_EQUALS( scene.GetRenderTaskList().GetTask( 1 ), newTask, TEST_LOCATION );
+ DALI_TEST_EQUALS(scene.GetRenderTaskList().GetTask(1), newTask, TEST_LOCATION);
END_TEST;
}
tet_infoline("Testing Dali::Integration::Scene::GetRootLayer");
Dali::Integration::Scene scene = application.GetScene();
- Layer layer = scene.GetLayer( 0 );
- DALI_TEST_CHECK( layer );
+ Layer layer = scene.GetLayer(0);
+ DALI_TEST_CHECK(layer);
// Check that GetRootLayer() correctly retreived layer 0.
- DALI_TEST_CHECK( scene.GetRootLayer() == layer );
+ DALI_TEST_CHECK(scene.GetRootLayer() == layer);
END_TEST;
}
Dali::Integration::Scene scene = application.GetScene();
// Initially we have a default layer
- DALI_TEST_EQUALS( scene.GetLayerCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS(scene.GetLayerCount(), 1u, TEST_LOCATION);
Layer layer = Layer::New();
- scene.Add( layer );
+ scene.Add(layer);
- DALI_TEST_EQUALS( scene.GetLayerCount(), 2u, TEST_LOCATION );
+ DALI_TEST_EQUALS(scene.GetLayerCount(), 2u, TEST_LOCATION);
END_TEST;
}
Dali::Integration::Scene scene = application.GetScene();
- Layer rootLayer = scene.GetLayer( 0 );
- DALI_TEST_CHECK( rootLayer );
+ Layer rootLayer = scene.GetLayer(0);
+ DALI_TEST_CHECK(rootLayer);
Layer layer = Layer::New();
- scene.Add( layer );
+ scene.Add(layer);
- Layer sameLayer = scene.GetLayer( 1 );
- DALI_TEST_CHECK( layer == sameLayer );
+ Layer sameLayer = scene.GetLayer(1);
+ DALI_TEST_CHECK(layer == sameLayer);
END_TEST;
}
Dali::Integration::Scene scene = application.GetScene();
Actor actor = Actor::New();
- DALI_TEST_CHECK( Dali::Integration::Scene() == Dali::Integration::Scene::Get( actor ) );
+ DALI_TEST_CHECK(Dali::Integration::Scene() == Dali::Integration::Scene::Get(actor));
- scene.Add( actor );
+ scene.Add(actor);
- DALI_TEST_CHECK( scene == Dali::Integration::Scene::Get( actor ) );
+ DALI_TEST_CHECK(scene == Dali::Integration::Scene::Get(actor));
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_TEST_CHECK( scene );
+ 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 );
+ DALI_TEST_CHECK(scene.GetBaseObject().ReferenceCount() == 2);
// Render and notify.
application.SendNotification();
// 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 );
+ 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 );
+ DALI_TEST_CHECK(scene.GetBaseObject().ReferenceCount() == 1);
// Reset the scene handle
scene.Reset();
// 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 );
+ DALI_TEST_CHECK(rootLayer.GetBaseObject().ReferenceCount() == 1);
// Delete the root layer handle
rootLayer.Reset();
TouchedSignalData data;
data.createNewScene = true;
- TouchFunctor functor( data );
- scene.TouchSignal().Connect( &application, functor );
+ TouchFunctor functor(data);
+ scene.TouchedSignal().Connect(&application, functor);
// Render and notify.
application.SendNotification();
application.Render();
- GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+ 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 );
+ 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;
TestApplication application;
// Create a Scene
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
- DALI_TEST_CHECK( scene );
+ 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 );
+ 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();
// 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 );
+ 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 );
+ DALI_TEST_CHECK(scene.GetBaseObject().ReferenceCount() == 1);
// Reset the scene handle
scene.Reset();
// 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 );
+ 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_TEST_CHECK( newScene );
+ Dali::Integration::Scene newScene = Dali::Integration::Scene::New(Size(480.0f, 800.0f));
+ DALI_TEST_CHECK(newScene);
// Render and notify.
application.SendNotification();
// 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 );
+ DALI_TEST_CHECK(rootLayer.GetBaseObject().ReferenceCount() == 1);
// Delete the root layer of the deleted scene
rootLayer.Reset();
END_TEST;
}
-int UtcDaliSceneDeleteSurface(void)
-{
- TestApplication application;
-
- // Create a Scene
- Dali::Integration::Scene scene = Dali::Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
- DALI_TEST_CHECK( scene );
-
- // Create the render surface for the scene
- TestRenderSurface* renderSurface = new TestRenderSurface( Dali::PositionSize( 0, 0, 480.0f, 800.0f ) );
- scene.SetSurface( *renderSurface );
-
- // 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;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
- bool eventProcessingFinished = false;
- EventProcessingFinishedFunctor functor( eventProcessingFinished );
- scene.EventProcessingFinishedSignal().Connect( &application, functor );
+ bool eventProcessingFinished = false;
+ EventProcessingFinishedFunctor functor(eventProcessingFinished);
+ scene.EventProcessingFinishedSignal().Connect(&application, functor);
- Actor actor( Actor::New() );
- scene.Add( actor );
+ Actor actor(Actor::New());
+ scene.Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_CHECK( eventProcessingFinished );
+ DALI_TEST_CHECK(eventProcessingFinished);
END_TEST;
}
int UtcDaliSceneEventProcessingFinishedN(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
- bool eventProcessingFinished = false;
- EventProcessingFinishedFunctor functor( eventProcessingFinished );
- scene.EventProcessingFinishedSignal().Connect( &application, functor );
+ bool eventProcessingFinished = false;
+ EventProcessingFinishedFunctor functor(eventProcessingFinished);
+ scene.EventProcessingFinishedSignal().Connect(&application, functor);
- Actor actor( Actor::New() );
- scene.Add( actor );
+ Actor actor(Actor::New());
+ scene.Add(actor);
// Do not complete event processing and confirm the signal has not been emitted.
- DALI_TEST_CHECK( !eventProcessingFinished );
+ DALI_TEST_CHECK(!eventProcessingFinished);
END_TEST;
}
int UtcDaliSceneSignalKeyEventP(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
- KeyEventSignalData data;
- KeyEventReceivedFunctor functor( data );
- scene.KeyEventSignal().Connect( &application, functor );
+ 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 );
+ 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 ) );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(event.keyModifier == data.receivedKeyEvent.GetKeyModifier());
+ DALI_TEST_CHECK(event.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
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 );
+ 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 ) );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(event2.keyModifier == data.receivedKeyEvent.GetKeyModifier());
+ DALI_TEST_CHECK(event2.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event2.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event2.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
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 );
+ 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 ) );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(event3.keyModifier == data.receivedKeyEvent.GetKeyModifier());
+ DALI_TEST_CHECK(event3.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event3.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event3.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
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 );
+ 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 ) );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(event4.keyModifier == data.receivedKeyEvent.GetKeyModifier());
+ DALI_TEST_CHECK(event4.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event4.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event4.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
END_TEST;
}
int UtcDaliSceneSignalKeyEventN(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
- KeyEventSignalData data;
- KeyEventReceivedFunctor functor( data );
- scene.KeyEventSignal().Connect( &application, functor );
+ 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 );
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
END_TEST;
}
-int UtcDaliSceneTouchSignalP(void)
+int UtcDaliSceneTouchedSignalP(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
TouchedSignalData data;
- TouchFunctor functor( data );
- scene.TouchSignal().Connect( &application, functor );
+ TouchFunctor functor(data);
+ scene.TouchedSignal().Connect(&application, functor);
// Render and notify.
application.SendNotification();
// Basic test: No actors, single touch (down then up).
{
- GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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 ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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 );
- scene.Add( actor );
+ 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.TouchedSignal().Connect(&DummyTouchCallback);
+ scene.Add(actor);
// Render and notify.
application.SendNotification();
// Actor on scene, single touch, down in actor, motion, then up outside actor.
{
- GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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::MOTION, Vector2(150.0f, 10.0f)); // Some motion
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
- GenerateTouch( application, PointState::UP, 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.receivedTouchEvent.GetPointCount() != 0u);
+ DALI_TEST_CHECK(!data.receivedTouchEvent.GetHitActor(0));
data.Reset();
}
// Multiple touch. Should only receive a touch on first down and last up.
{
Integration::TouchEvent touchEvent;
- Integration::Point point;
+ 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 );
+ 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.receivedTouchEvent.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 );
+ 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 );
+ 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 );
+ 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 );
+ touchEvent.points[0].SetState(PointState::UP);
+ application.ProcessEvent(touchEvent);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION);
data.Reset();
}
END_TEST;
}
-int UtcDaliSceneTouchSignalN(void)
+int UtcDaliSceneTouchedSignalN(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
TouchedSignalData data;
- TouchFunctor functor( data );
- scene.TouchSignal().Connect( &application, functor );
+ TouchFunctor functor(data);
+ scene.TouchedSignal().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 );
+ 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 ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.receivedTouchEvent.GetPointCount() != 0u);
+ DALI_TEST_CHECK(!data.receivedTouchEvent.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
+ GenerateTouch(application, PointState::MOTION, Vector2(1200.0f, 10.0f)); // Some motion
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ 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 ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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 );
- scene.Add( actor );
+ 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.TouchedSignal().Connect(&DummyTouchCallback);
+ scene.Add(actor);
// Render and notify.
application.SendNotification();
// Actor on scene. Interrupted before down and interrupted after down.
{
- GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
+ 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(true, data.functorCalled, TEST_LOCATION);
+ 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 ) );
+ 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_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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 ) );
+ 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(true, data.functorCalled, TEST_LOCATION);
+ 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 );
- DALI_TEST_CHECK( !actor );
+ Actor actor = data.receivedTouchEvent.GetHitActor(1);
+ DALI_TEST_CHECK(!actor);
data.Reset();
}
int UtcDaliSceneSignalWheelEventP(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Integration::Scene scene = application.GetScene();
- WheelEventSignalData data;
- WheelEventReceivedFunctor functor( data );
- scene.WheelEventSignal().Connect( &application, functor );
+ 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 );
+ 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 );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ 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();
- Integration::WheelEvent event2( Integration::WheelEvent::CUSTOM_WHEEL, 0, 0u, Vector2( 0.0f, 0.0f ), -1, 1000u );
- application.ProcessEvent( event2 );
+ 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 );
+ DALI_TEST_EQUALS(true, data.functorCalled, 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;
}
-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);
+
+ // consume the resize flag by first rendering
+ defaultScene.IsSurfaceRectChanged();
+
+ // Ensure stage size matches the scene size
+ 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(surfaceResized, false, 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);
+
+ // 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);
+
+ surfaceResized = defaultScene.IsSurfaceRectChanged();
+ DALI_TEST_EQUALS(surfaceResized, true, TEST_LOCATION);
+
+ // 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;
+}
+
+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;
+}
+
+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;
+}
+
+#define CLIPPING_RECT_X (16)
+#define CLIPPING_RECT_Y (768)
+#define CLIPPING_RECT_WIDTH (32)
+#define CLIPPING_RECT_HEIGHT (32)
+
+int UtcDaliSceneSurfaceRotatedWithAngle0(void)
+{
+ tet_infoline("Ensure rotation of the surface is handled properly with Angle 0");
+
+ 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);
- auto newScene = Integration::Scene::New( Vector2( 480.0f, 800.0f ) );
- newScene.SetBackgroundColor( Color::RED );
+ DALI_TEST_EQUALS(damagedRects.size(), 0, TEST_LOCATION);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ 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,
+ 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);
+
+ 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);
+
+ 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, 0, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceRotatedWithAngle90(void)
+{
+ tet_infoline("Ensure rotation of the surface is handled properly with Angle 90");
+
+ 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);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ 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.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);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceRotatedWithAngle180(void)
+{
+ tet_infoline("Ensure rotation of the surface is handled properly with Angle 180");
+
+ 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);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ 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,
+ 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);
+
+ 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_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_HEIGHT - (CLIPPING_RECT_Y + CLIPPING_RECT_HEIGHT);
+ clippingRect.width = CLIPPING_RECT_WIDTH;
+ clippingRect.height = CLIPPING_RECT_HEIGHT;
+
+ 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, 180, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliSceneSurfaceRotatedWithAngle270(void)
+{
+ tet_infoline("Ensure rotation of the surface is handled properly with Angle 270");
+
+ 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);
+
+ clippingRect = TestApplication::DEFAULT_SURFACE_RECT;
+ 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,
+ 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);
+
+ 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 = CLIPPING_RECT_Y;
+ clippingRect.y = TestApplication::DEFAULT_SURFACE_WIDTH - (CLIPPING_RECT_X + CLIPPING_RECT_WIDTH);
+ 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, 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;
+ 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.GetKeyModifier());
+ DALI_TEST_CHECK(event.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
+
+ 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.GetKeyModifier());
+ DALI_TEST_CHECK(event2.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event2.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event2.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
+
+ 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.GetKeyModifier());
+ DALI_TEST_CHECK(event3.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event3.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event3.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
+
+ 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.GetKeyModifier());
+ DALI_TEST_CHECK(event4.keyName == data.receivedKeyEvent.GetKeyName());
+ DALI_TEST_CHECK(event4.keyString == data.receivedKeyEvent.GetKeyString());
+ DALI_TEST_CHECK(event4.state == static_cast<Integration::KeyEvent::State>(data.receivedKeyEvent.GetState()));
+ 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
auto actor = CreateRenderableActor();
- auto& glAbstraction = application.GetGlAbstraction();
- auto clearCountBefore = glAbstraction.GetClearCountCalled();
+ auto& glAbstraction = application.GetGlAbstraction();
+ auto clearCountBefore = glAbstraction.GetClearCountCalled();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION);
+ defaultScene.SurfaceReplaced();
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION);
+ DALI_TEST_EQUALS(glAbstraction.GetLastClearColor(), Color::BLUE, TEST_LOCATION);
+
+ // 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);
+
+ defaultScene.GetRenderTaskList().GetTask(0).SetViewport(Viewport(0.0f, 0.0f, 100.0f, 100.0f));
+
+ application.SendNotification();
+ application.Render();
+
+ // Check scissor test was enabled.
+ std::ostringstream scissor;
+ scissor << std::hex << GL_SCISSOR_TEST;
+ DALI_TEST_CHECK(enabledDisableTrace.FindMethodAndParams("Enable", scissor.str()));
+
+ // 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);
+
+ // 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);
+
+ actor.SetProperty(Actor::Property::SIZE, Vector2(400, 400));
+ application.GetScene().Add(actor);
+
+ // Render
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 2, TEST_LOCATION );
+ // Check the clear count and the render status
+ DALI_TEST_EQUALS(glAbstraction.GetClearCountCalled(), 1, TEST_LOCATION);
+ DALI_TEST_EQUALS(application.GetRenderNeedsPostRender(), true, TEST_LOCATION);
- // Add the actor to the main scene
- defaultScene.Add( actor );
+ // Remove the Renderer
+ application.GetScene().Remove(actor);
+ actor.Reset();
+ renderer.Reset();
+ // Render
application.SendNotification();
application.Render();
- // Add another scene and set its background color, ensure we clear it to the appropriate color
+ // 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);
- auto thirdScene = Integration::Scene::New( Vector2( 200.0f, 200.0f ) );
- thirdScene.SetBackgroundColor( Color::BLUE );
+ Dali::Integration::Scene scene = application.GetScene();
- clearCountBefore = glAbstraction.GetClearCountCalled();
+ 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_TEST_EQUALS( glAbstraction.GetClearCountCalled(), clearCountBefore + 3, TEST_LOCATION );
+ 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;
}