DALI_TEST_CHECK( systemActor == data.touchedActor );
END_TEST;
}
+
+int UtcDaliTouchLayerConsumesTouch(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetSize(100.0f, 100.0f);
+ actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ Stage::GetCurrent().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ SignalData data;
+ TouchEventFunctor functor( data );
+ actor.TouchedSignal().Connect( &application, functor );
+
+ // Add a layer to overlap the actor
+ Layer layer = Layer::New();
+ layer.SetSize(100.0f, 100.0f);
+ layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ Stage::GetCurrent().Add( layer );
+ layer.RaiseToTop();
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Emit a few touch signals
+ application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+ application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
+ DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ data.Reset();
+
+ // Set layer to consume all touch
+ layer.SetTouchConsumed( true );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Emit the same signals again, should not receive
+ application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
+ application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, Vector2( 10.0f, 10.0f ) ) );
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ END_TEST;
+}