#include <stdlib.h>
#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/common/stage-devel.h>
#include <dali/integration-api/context-notifier.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>
namespace
{
+const std::string DEFAULT_DEVICE_NAME("hwKeyboard");
+const DevelKeyEvent::DeviceClass::Type DEFAULT_DEVICE_CLASS( DevelKeyEvent::DeviceClass::TOUCH );
+
// Functor for EventProcessingFinished signal
struct EventProcessingFinishedFunctor
{
bool& mEventProcessingFinished;
};
+// Stores data that is populated in the KeyEventGeneratedSignal callback and will be read by the TET cases
+struct KeyEventGeneratedSignalData
+{
+ KeyEventGeneratedSignalData()
+ : functorCalled(false)
+ {}
+
+ void Reset()
+ {
+ functorCalled = false;
+
+ receivedKeyEvent.keyModifier = 0;
+ receivedKeyEvent.keyPressedName.clear();
+ receivedKeyEvent.keyPressed.clear();
+ }
+
+ bool functorCalled;
+ KeyEvent receivedKeyEvent;
+};
+
+// Functor that sets the data when called
+struct KeyEventGeneratedReceivedFunctor
+{
+ KeyEventGeneratedReceivedFunctor( KeyEventGeneratedSignalData& data )
+ : signalData( data )
+ {}
+
+ bool operator()( const KeyEvent& keyEvent )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedKeyEvent = keyEvent;
+
+ return true;
+ }
+
+ bool operator()()
+ {
+ signalData.functorCalled = true;
+ return true;
+ }
+
+ KeyEventGeneratedSignalData& signalData;
+};
+
// Stores data that is populated in the key-event callback and will be read by the TET cases
struct KeyEventSignalData
{
receivedTouchEvent.points.clear();
receivedTouchEvent.time = 0;
+
+ receivedTouchData.Reset();
}
bool functorCalled;
TouchEvent receivedTouchEvent;
+ TouchData receivedTouchData;
};
// Functor that sets the data when touched signal is received
TouchedSignalData& signalData;
};
+
+// Functor that sets the data when touched signal is received
+struct TouchFunctor
+{
+ TouchFunctor( TouchedSignalData& data ) : signalData( data ) { }
+
+ void operator()( const TouchData& touch )
+ {
+ signalData.functorCalled = true;
+ signalData.receivedTouchData = touch;
+ }
+
+ void operator()()
+ {
+ signalData.functorCalled = true;
+ }
+
+ TouchedSignalData& signalData;
+};
+
// Stores data that is populated in the wheel-event callback and will be read by the TET cases
struct WheelEventSignalData
{
bool& mSignalVerified;
};
+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 );
+}
+
} // unnamed namespace
END_TEST;
}
+int UtcDaliStageKeyEventGeneratedSignalP(void)
+{
+ TestApplication application;
+ Stage stage = Stage::GetCurrent();
+
+ KeyEventGeneratedSignalData data;
+ KeyEventGeneratedReceivedFunctor functor( data );
+ DevelStage::KeyEventGeneratedSignal( stage ).Connect( &application, functor );
+
+ KeyEventGeneratedSignalData data2;
+ KeyEventGeneratedReceivedFunctor functor2( data2 );
+ GetImplementation( stage ).ConnectSignal( &application, "keyEventGenerated", functor2 );
+
+ Integration::KeyEvent event( "a", "a", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event2( "i", "i", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
+ application.ProcessEvent( event2 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event2.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event2.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event2.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event2.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event3( "a", "a", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
+ application.ProcessEvent( event3 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event3.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event3.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event3.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event3.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+
+ data.Reset();
+
+ Integration::KeyEvent event4( "a", "a", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
+ application.ProcessEvent( event4 );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( event4.keyModifier == data.receivedKeyEvent.keyModifier );
+ DALI_TEST_CHECK( event4.keyName == data.receivedKeyEvent.keyPressedName );
+ DALI_TEST_CHECK( event4.keyString == data.receivedKeyEvent.keyPressed );
+ DALI_TEST_CHECK( event4.state == static_cast<Integration::KeyEvent::State>( data.receivedKeyEvent.state ) );
+ END_TEST;
+}
+
int UtcDaliStageSignalKeyEventP(void)
{
TestApplication application;
KeyEventReceivedFunctor functor( data );
stage.KeyEventSignal().Connect( &application, functor );
- Integration::KeyEvent event( "i", "i", 0, 0, 0, Integration::KeyEvent::Down );
+ Integration::KeyEvent event( "i", "i", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
application.ProcessEvent( event );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
data.Reset();
- Integration::KeyEvent event2( "i", "i", 0, 0, 0, Integration::KeyEvent::Up );
+ Integration::KeyEvent event2( "i", "i", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
application.ProcessEvent( event2 );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
data.Reset();
- Integration::KeyEvent event3( "a", "a", 0, 0, 0, Integration::KeyEvent::Down );
+ Integration::KeyEvent event3( "a", "a", 0, 0, 0, Integration::KeyEvent::Down, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
application.ProcessEvent( event3 );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
data.Reset();
- Integration::KeyEvent event4( "a", "a", 0, 0, 0, Integration::KeyEvent::Up );
+ Integration::KeyEvent event4( "a", "a", 0, 0, 0, Integration::KeyEvent::Up, DEFAULT_DEVICE_NAME, DEFAULT_DEVICE_CLASS );
application.ProcessEvent( event4 );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
// Basic test: No actors, single touch (down then up).
{
- Integration::TouchEvent touchEvent;
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Down, 10.0f, 10.0f ) );
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
data.Reset();
- touchEvent.points[0].state = TouchPoint::Up;
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::UP, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
data.Reset();
}
// Actor on scene, single touch, down in actor, motion, then up outside actor.
{
- Integration::TouchEvent touchEvent;
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Down, 10.0f, 10.0f ) );
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( data.receivedTouchEvent.points[0].hitActor == actor );
data.Reset();
- touchEvent.points[0].state = TouchPoint::Motion;
- touchEvent.points[0].screen.x = 150.0f; // Some motion
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::MOTION, Vector2( 150.0f, 10.0f ) ); // Some motion
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
data.Reset();
- touchEvent.points[0].state = TouchPoint::Up;
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::UP, Vector2( 150.0f, 10.0f ) ); // Some motion
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
data.Reset();
}
// Multiple touch. Should only receive a touch on first down and last up.
{
Integration::TouchEvent touchEvent;
+ Integration::Point point;
// 1st point
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Down, 10.0f, 10.0f ) );
+ 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(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
data.Reset();
// 2nd point
- touchEvent.points[0].state = TouchPoint::Stationary;
- touchEvent.points.push_back( TouchPoint( 1, TouchPoint::Down, 50.0f, 50.0f ) );
+ 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 );
- DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0u, TEST_LOCATION );
data.Reset();
// Primary point is up
- touchEvent.points[0].state = TouchPoint::Up;
- touchEvent.points[1].state = TouchPoint::Stationary;
+ touchEvent.points[0].SetState( PointState::UP );
+ touchEvent.points[1].SetState( PointState::STATIONARY );
application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0u, TEST_LOCATION );
data.Reset();
// Remove 1st point now, 2nd point is now in motion
touchEvent.points.erase( touchEvent.points.begin() );
- touchEvent.points[0].state = TouchPoint::Motion;
- touchEvent.points[0].screen.x = 150.0f;
+ 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 );
- DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 0u, TEST_LOCATION );
data.Reset();
// Final point Up
- touchEvent.points[0].state = TouchPoint::Up;
+ touchEvent.points[0].SetState( PointState::UP );
application.ProcessEvent( touchEvent );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
data.Reset();
}
END_TEST;
// No actors, single touch, down, motion then up.
{
- Integration::TouchEvent touchEvent;
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Down, 10.0f, 10.0f ) );
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
data.Reset();
// Confirm there is no signal when the touchpoint is only moved.
- touchEvent.points[0].state = TouchPoint::Motion;
- touchEvent.points[0].screen.x = 1200.0f; // Some motion
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::MOTION, Vector2( 1200.0f, 10.0f ) ); // Some motion
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
data.Reset();
// Confirm a following up event generates a signal.
- touchEvent.points[0].state = TouchPoint::Up;
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::UP, Vector2( 1200.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
data.Reset();
}
// Actor on scene. Interrupted before down and interrupted after down.
{
- Integration::TouchEvent touchEvent;
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Interrupted, 10.0f, 10.0f ) );
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
DALI_TEST_CHECK( data.receivedTouchEvent.points[0].state == TouchPoint::Interrupted );
data.Reset();
- touchEvent.points[0].state = TouchPoint::Down;
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( data.receivedTouchEvent.points[0].hitActor == actor );
DALI_TEST_CHECK( data.receivedTouchEvent.points[0].state == TouchPoint::Down );
data.Reset();
- touchEvent.points[0].state = TouchPoint::Interrupted;
- application.ProcessEvent( touchEvent );
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0 );
+ DALI_TEST_CHECK( data.receivedTouchEvent.GetPointCount() != 0u );
DALI_TEST_CHECK( !data.receivedTouchEvent.points[0].hitActor );
DALI_TEST_CHECK( data.receivedTouchEvent.points[0].state == TouchPoint::Interrupted );
- DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchEvent.GetPointCount(), 1u, TEST_LOCATION );
// Check that getting info about a non-existent point causes an assert.
bool asserted = false;
END_TEST;
}
+
+int UtcDaliStageTouchSignalP(void)
+{
+ TestApplication application;
+ Stage stage = Stage::GetCurrent();
+
+ TouchedSignalData data;
+ TouchFunctor functor( data );
+ stage.TouchSignal().Connect( &application, functor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Basic test: No actors, single touch (down then up).
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+
+ GenerateTouch( application, PointState::UP, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+ }
+
+ // Add an actor to the scene.
+ Actor actor = Actor::New();
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.TouchedSignal().Connect( &DummyTouchCallback );
+ stage.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Actor on scene, single touch, down in actor, motion, then up outside actor.
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchData.GetHitActor(0) == actor );
+ data.Reset();
+
+ GenerateTouch( application, PointState::MOTION, Vector2( 150.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ GenerateTouch( application, PointState::UP, Vector2( 150.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ data.Reset();
+ }
+
+ // Multiple touch. Should only receive a touch on first down and last up.
+ {
+ Integration::TouchEvent touchEvent;
+ Integration::Point point;
+
+ // 1st point
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10.0f, 10.0f ) );
+ touchEvent.points.push_back( point );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+ data.Reset();
+
+ // 2nd point
+ touchEvent.points[0].SetState( PointState::STATIONARY );
+ point.SetDeviceId( 1 );
+ point.SetScreenPosition( Vector2( 50.0f, 50.0f ) );
+ touchEvent.points.push_back( point );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Primary point is up
+ touchEvent.points[0].SetState( PointState::UP );
+ touchEvent.points[1].SetState( PointState::STATIONARY );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Remove 1st point now, 2nd point is now in motion
+ touchEvent.points.erase( touchEvent.points.begin() );
+ touchEvent.points[0].SetState( PointState::MOTION );
+ touchEvent.points[0].SetScreenPosition( Vector2( 150.0f, 50.0f ) );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Final point Up
+ touchEvent.points[0].SetState( PointState::UP );
+ application.ProcessEvent( touchEvent );
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+ data.Reset();
+ }
+ END_TEST;
+}
+
+int UtcDaliStageTouchSignalN(void)
+{
+ TestApplication application;
+ Stage stage = Stage::GetCurrent();
+
+ TouchedSignalData data;
+ TouchFunctor functor( data );
+ stage.TouchSignal().Connect( &application, functor );
+
+ TouchedSignalData data2;
+ TouchFunctor functor2( data2 );
+ GetImplementation( stage ).ConnectSignal( &application, "touch", functor2 );
+
+ // 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, data2.functorCalled, TEST_LOCATION );
+
+ // No actors, single touch, down, motion then up.
+ {
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0));
+
+ DALI_TEST_EQUALS( true, data2.functorCalled, TEST_LOCATION );
+
+ data.Reset();
+ data2.Reset();
+
+ // Confirm there is no signal when the touchpoint is only moved.
+ GenerateTouch( application, PointState::MOTION, Vector2( 1200.0f, 10.0f ) ); // Some motion
+
+ DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Confirm a following up event generates a signal.
+ GenerateTouch( application, PointState::UP, Vector2( 1200.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0));
+ data.Reset();
+ }
+
+ // Add an actor to the scene.
+ Actor actor = Actor::New();
+ actor.SetSize( 100.0f, 100.0f );
+ actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ actor.TouchedSignal().Connect( &DummyTouchCallback );
+ stage.Add( actor );
+
+ // Render and notify.
+ application.SendNotification();
+ application.Render();
+
+ // Actor on scene. Interrupted before down and interrupted after down.
+ {
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::INTERRUPTED );
+ data.Reset();
+
+ GenerateTouch( application, PointState::DOWN, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( data.receivedTouchData.GetHitActor(0) == actor );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::DOWN );
+ data.Reset();
+
+ GenerateTouch( application, PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) );
+
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ DALI_TEST_CHECK( data.receivedTouchData.GetPointCount() != 0u );
+ DALI_TEST_CHECK( !data.receivedTouchData.GetHitActor(0) );
+ DALI_TEST_CHECK( data.receivedTouchData.GetState(0) == PointState::INTERRUPTED );
+
+ DALI_TEST_EQUALS( data.receivedTouchData.GetPointCount(), 1u, TEST_LOCATION );
+
+ // Check that getting info about a non-existent point returns an empty handle
+ Actor actor = data.receivedTouchData.GetHitActor( 1 );
+ DALI_TEST_CHECK( !actor );
+
+ data.Reset();
+ }
+
+ END_TEST;
+}
+
int UtcDaliStageSignalWheelEventP(void)
{
TestApplication application;
const RenderTaskList& tasks = stage.GetRenderTaskList();
// There should be 1 task by default.
- DALI_TEST_EQUALS( tasks.GetTaskCount(), 1, 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.
END_TEST;
}
+
+int UtcDaliStageOperatorAssign(void)
+{
+ TestApplication app;
+ Stage stage;
+ DALI_TEST_CHECK( !stage );
+
+ stage = Stage::GetCurrent();
+ DALI_TEST_CHECK( stage );
+
+ END_TEST;
+}