}
};
-Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, Vector2 screenPosition )
+Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, const Vector2& screenPosition )
{
Integration::TouchEvent touchEvent;
- touchEvent.points.push_back( TouchPoint ( 0, state, screenPosition.x, screenPosition.y ) );
+ Integration::Point point;
+ point.SetState( static_cast< PointState::Type >( state ) );
+ point.SetScreenPosition( screenPosition );
+ touchEvent.points.push_back( point );
return touchEvent;
}
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
+ const TouchPoint *point1 = &data.touchEvent.GetPoint(0);
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+ DALI_TEST_EQUALS( TouchPoint::Down, point1->state, TEST_LOCATION );
+ DALI_TEST_EQUALS( screenCoordinates, point1->screen, TEST_LOCATION );
+ DALI_TEST_EQUALS( localCoordinates, point1->local, 0.1f, TEST_LOCATION );
data.Reset();
// Emit a motion signal
screenCoordinates.x = screenCoordinates.y = 11.0f;
actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
+ const TouchPoint *point2 = &data.touchEvent.GetPoint(0);
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+ DALI_TEST_EQUALS( TouchPoint::Motion, point2->state, TEST_LOCATION );
+ DALI_TEST_EQUALS( screenCoordinates, point2->screen, TEST_LOCATION );
+ DALI_TEST_EQUALS( localCoordinates, point2->local, 0.1f, TEST_LOCATION );
data.Reset();
// Emit an up signal
screenCoordinates.x = screenCoordinates.y = 12.0f;
actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
+ const TouchPoint *point3 = &data.touchEvent.GetPoint(0);
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( localCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
+ DALI_TEST_EQUALS( TouchPoint::Up, point3->state, TEST_LOCATION );
+ DALI_TEST_EQUALS( screenCoordinates, point3->screen, TEST_LOCATION );
+ DALI_TEST_EQUALS( localCoordinates, point3->local, 0.1f, TEST_LOCATION );
data.Reset();
// Emit a down signal where the actor is not present
// FrameBufferImage for offscreen RenderTask
FrameBufferImage frameBufferImage( FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ) );
- // Create an image actor to display the FrameBufferImage
- ImageActor imageActor ( ImageActor::New( frameBufferImage ) );
- imageActor.SetParentOrigin(ParentOrigin::CENTER);
- imageActor.SetSize( stageSize.x, stageSize.y );
- imageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
- stage.Add( imageActor );
+ // Create a renderable actor to display the FrameBufferImage
+ Actor renderableActor = CreateRenderableActor( frameBufferImage );
+ renderableActor.SetParentOrigin(ParentOrigin::CENTER);
+ renderableActor.SetSize( stageSize.x, stageSize.y );
+ renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
+ stage.Add( renderableActor );
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
Stage stage ( Stage::GetCurrent() );
Vector2 stageSize ( stage.GetSize() );
- ImageActor parent = ImageActor::New();
+ Actor parent = CreateRenderableActor();
parent.SetSize(100.0f, 100.0f);
parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
stage.Add(parent);
- ImageActor actor = ImageActor::New();
+ Actor actor = CreateRenderableActor();
actor.SetSize(100.0f, 100.0f);
actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- actor.SetSortModifier( 1.0f );
parent.Add(actor);
// Render and notify