/*
- * Copyright (c) 2014 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/public-api/dali-core.h>
-#include <dali/integration-api/events/touch-event-integ.h>
-#include <dali/integration-api/system-overlay.h>
#include <dali-test-suite-utils.h>
+#include <dali/devel-api/actors/actor-devel.h>
+#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/events/touch-integ.h>
+#include <dali/integration-api/render-task-list-integ.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
namespace
{
+struct TestPoint
+{
+ int32_t deviceId{-1};
+ PointState::Type state{PointState::FINISHED};
+ Actor hitActor;
+ Vector2 local;
+ Vector2 screen;
+ float radius{0};
+ Vector2 ellipseRadius;
+ float pressure{0};
+ Degree angle;
+ Device::Class::Type deviceClass{Device::Class::NONE};
+ Device::Subclass::Type deviceSubclass{Device::Subclass::NONE};
+
+ TestPoint() = default;
+ static const TestPoint ZERO;
+};
+
+const TestPoint TestPoint::ZERO;
// Stores data that is populated in the callback and will be read by the TET cases
struct SignalData
{
SignalData()
- : functorCalled( false ),
- touchEvent(),
+ : functorCalled(false),
+ receivedTouch(),
touchedActor()
{
}
+ struct TestTouchEvent
+ {
+ unsigned long time;
+ std::vector<TestPoint> points;
+
+ const TestPoint& GetPoint(size_t i)
+ {
+ if(i < points.size())
+ {
+ return points[i];
+ }
+ return TestPoint::ZERO;
+ }
+ size_t GetPointCount()
+ {
+ return points.size();
+ }
+ };
+
void Reset()
{
functorCalled = false;
- touchEvent.time = 0u;
- touchEvent.points.clear();
+ receivedTouch.time = 0u;
+ receivedTouch.points.clear();
touchedActor.Reset();
}
- bool functorCalled;
- TouchEvent touchEvent;
- Actor touchedActor;
+ bool functorCalled;
+ TestTouchEvent receivedTouch;
+ Actor touchedActor;
};
// Functor that sets the data when called
* @param[in] data Reference to the data to store callback information.
* @param[in] returnValue What the functor should return.
*/
- TouchEventFunctor( SignalData& data, bool returnValue = true )
- : signalData( data ),
- returnValue( returnValue )
+ TouchEventFunctor(SignalData& data, bool returnValue = true)
+ : signalData(data),
+ returnValue(returnValue)
{
}
- bool operator()( Actor actor, const TouchEvent& touchEvent )
+ bool operator()(Actor actor, const TouchEvent& touch)
{
signalData.functorCalled = true;
- signalData.touchedActor = actor;
- signalData.touchEvent = touchEvent;
+ signalData.touchedActor = actor;
+
+ signalData.receivedTouch.time = touch.GetTime();
+ signalData.receivedTouch.points.clear();
+
+ for(size_t i = 0; i < touch.GetPointCount(); ++i)
+ {
+ TestPoint p;
+ p.deviceId = touch.GetDeviceId(i);
+ p.state = touch.GetState(i);
+ p.hitActor = touch.GetHitActor(i);
+ p.local = touch.GetLocalPosition(i);
+ p.screen = touch.GetScreenPosition(i);
+ p.radius = touch.GetRadius(i);
+ p.ellipseRadius = touch.GetEllipseRadius(i);
+ p.pressure = touch.GetPressure(i);
+ p.angle = touch.GetAngle(i);
+ p.deviceClass = touch.GetDeviceClass(i);
+ p.deviceSubclass = touch.GetDeviceSubclass(i);
+ signalData.receivedTouch.points.push_back(p);
+ }
return returnValue;
}
SignalData& signalData;
- bool returnValue;
+ bool returnValue;
+};
+
+struct HandleData
+{
+ bool signalReceived;
+ TouchEvent receivedTouchHandle;
+
+ HandleData()
+ : signalReceived(false)
+ {
+ }
+};
+
+struct TouchEventHandleFunctor
+{
+ /**
+ * Constructor.
+ * @param[in] data Reference to the data to store callback information.
+ * @param[in] returnValue What the functor should return.
+ */
+ TouchEventHandleFunctor(HandleData& handleData, bool returnValue = true)
+ : handleData(handleData),
+ returnValue(returnValue)
+ {
+ }
+
+ bool operator()(Actor actor, const TouchEvent& someTouchEvent)
+ {
+ handleData.signalReceived = true;
+ handleData.receivedTouchHandle = someTouchEvent;
+ return returnValue;
+ }
+
+ HandleData& handleData;
+ bool returnValue;
};
// Functor that removes the actor when called.
* @param[in] data Reference to the data to store callback information.
* @param[in] returnValue What the functor should return.
*/
- RemoveActorFunctor( SignalData& data, bool returnValue = true )
- : TouchEventFunctor( data, returnValue )
+ RemoveActorFunctor(SignalData& data, bool returnValue = true)
+ : TouchEventFunctor(data, returnValue)
{
}
- bool operator()( Actor actor, const TouchEvent& touchEvent )
+ bool operator()(Actor actor, const TouchEvent& touch)
{
- Actor parent( actor.GetParent() );
- if ( parent )
+ Actor parent(actor.GetParent());
+ if(parent)
{
- parent.Remove( actor );
+ parent.Remove(actor);
}
- return TouchEventFunctor::operator()( actor, touchEvent );
+ return TouchEventFunctor::operator()(actor, touch);
}
};
-Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, const Vector2& screenPosition )
+struct OutOfBoundsData
+{
+ TestPoint point;
+ bool functorCalled;
+
+ OutOfBoundsData()
+ : functorCalled(false)
+ {
+ }
+};
+
+// Functor that reads out of bounds data when called
+struct OutOfBoundsFunctor
+{
+ /**
+ * Constructor.
+ * @param[in] data Reference to the data to store callback information.
+ * @param[in] returnValue What the functor should return.
+ */
+ OutOfBoundsFunctor(OutOfBoundsData& data, bool returnValue = true)
+ : outOfBoundsData(data),
+ returnValue(returnValue)
+ {
+ }
+
+ bool operator()(Actor actor, const TouchEvent& touch)
+ {
+ outOfBoundsData.functorCalled = true;
+ size_t count = touch.GetPointCount();
+
+ // Read out of bounds data
+ outOfBoundsData.point.deviceId = touch.GetDeviceId(count + 1);
+ outOfBoundsData.point.state = touch.GetState(count + 1);
+ outOfBoundsData.point.hitActor = touch.GetHitActor(count + 1);
+ outOfBoundsData.point.local = touch.GetLocalPosition(count + 1);
+ outOfBoundsData.point.screen = touch.GetScreenPosition(count + 1);
+
+ return returnValue;
+ }
+
+ OutOfBoundsData& outOfBoundsData;
+ bool returnValue;
+};
+
+Integration::TouchEvent GenerateSingleTouch(PointState::Type state, const Vector2& screenPosition)
{
Integration::TouchEvent touchEvent;
- Integration::Point point;
- point.SetState( static_cast< PointState::Type >( state ) );
- point.SetScreenPosition( screenPosition );
- touchEvent.points.push_back( point );
+ Integration::Point point;
+ point.SetState(state);
+ point.SetScreenPosition(screenPosition);
+ point.SetDeviceClass(Device::Class::TOUCH);
+ point.SetDeviceSubclass(Device::Subclass::NONE);
+ touchEvent.points.push_back(point);
return touchEvent;
}
-} // anon namespace
+} // namespace
///////////////////////////////////////////////////////////////////////////////
-int UtcDaliTouchNormalProcessing(void)
+int UtcDaliTouchEventNormalProcessing01(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ // Connect to actor's touch signal
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
- Vector2 screenCoordinates( 10.0f, 10.0f );
+ Vector2 screenCoordinates(10.0f, 10.0f);
Vector2 localCoordinates;
- actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
// 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, point1->state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, point1->screen, TEST_LOCATION );
- DALI_TEST_EQUALS( localCoordinates, point1->local, 0.1f, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ const TestPoint* point1 = &data.receivedTouch.GetPoint(0);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::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, point2->state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, point2->screen, TEST_LOCATION );
- DALI_TEST_EQUALS( localCoordinates, point2->local, 0.1f, TEST_LOCATION );
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, screenCoordinates));
+ const TestPoint* point2 = &data.receivedTouch.GetPoint(0);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::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 *point3ptr = &data.touchEvent.GetPoint(0);
- TouchPoint point3( point3ptr->deviceId, point3ptr->state, point3ptr->screen.x, point3ptr->screen.y, point3ptr->local.x, point3ptr->local.y );
-
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), 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 );
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ application.ProcessEvent(GenerateSingleTouch(PointState::UP, screenCoordinates));
+ const TestPoint* point3 = &data.receivedTouch.GetPoint(0);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::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
screenCoordinates.x = screenCoordinates.y = 200.0f;
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliTouchEventNormalProcessing02(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ HandleData handleData;
+ TouchEventHandleFunctor functor(handleData);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ Vector2 screenCoordinates(10.0f, 10.0f);
+ Vector2 localCoordinates;
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(true, handleData.signalReceived, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, handleData.receivedTouchHandle.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, handleData.receivedTouchHandle.GetState(0), TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, handleData.receivedTouchHandle.GetScreenPosition(0), TEST_LOCATION);
+ DALI_TEST_EQUALS(localCoordinates, handleData.receivedTouchHandle.GetLocalPosition(0), 0.1f, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventAPINegative(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ OutOfBoundsData data;
+ OutOfBoundsFunctor functor(data, true);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ Vector2 screenCoordinates(10.0f, 10.0f);
+ Vector2 localCoordinates;
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(-1, data.point.deviceId, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::FINISHED, data.point.state, TEST_LOCATION);
+ DALI_TEST_EQUALS(Vector2::ZERO, data.point.screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(Vector2::ZERO, data.point.local, 0.1f, TEST_LOCATION);
+ DALI_TEST_CHECK(!data.point.hitActor);
+
END_TEST;
}
-int UtcDaliTouchOutsideCameraNearFarPlanes(void)
+int UtcDaliTouchEventOutsideCameraNearFarPlanes(void)
{
TestApplication application;
- Stage stage = Stage::GetCurrent();
- Vector2 stageSize = stage.GetSize();
+ Integration::Scene scene = application.GetScene();
+ Vector2 sceneSize = scene.GetSize();
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::CENTER);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- stage.Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER);
+ actor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ scene.Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Get the camera's near and far planes
- RenderTaskList taskList = stage.GetRenderTaskList();
- Dali::RenderTask task = taskList.GetTask(0);
- CameraActor camera = task.GetCameraActor();
- float nearPlane = camera.GetNearClippingPlane();
- float farPlane = camera.GetFarClippingPlane();
+ RenderTaskList taskList = scene.GetRenderTaskList();
+ Dali::RenderTask task = taskList.GetTask(0);
+ CameraActor camera = task.GetCameraActor();
+ float nearPlane = camera.GetNearClippingPlane();
+ float farPlane = camera.GetFarClippingPlane();
// Calculate the current distance of the actor from the camera
float tanHalfFov = tanf(camera.GetFieldOfView() * 0.5f);
- float distance = (stageSize.y * 0.5f) / tanHalfFov;
+ float distance = (sceneSize.y * 0.5f) / tanHalfFov;
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
- Vector2 screenCoordinates( stageSize.x * 0.5f, stageSize.y * 0.5f );
+ Vector2 screenCoordinates(sceneSize.x * 0.5f, sceneSize.y * 0.5f);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a down signal where actor is just at the camera's near plane
- actor.SetZ(distance - nearPlane);
+ actor.SetProperty(Actor::Property::POSITION_Z, distance - nearPlane);
// Render and notify
application.SendNotification();
application.Render();
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a down signal where actor is closer than the camera's near plane
- actor.SetZ((distance - nearPlane) + 1.0f);
+ actor.SetProperty(Actor::Property::POSITION_Z, (distance - nearPlane) + 1.0f);
// Render and notify
application.SendNotification();
application.Render();
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a down signal where actor is just at the camera's far plane
- actor.SetZ(distance - farPlane);
+ actor.SetProperty(Actor::Property::POSITION_Z, distance - farPlane);
// Render and notify
application.SendNotification();
application.Render();
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a down signal where actor is further than the camera's far plane
- actor.SetZ((distance - farPlane) - 1.0f);
+ actor.SetProperty(Actor::Property::POSITION_Z, (distance - farPlane) - 1.0f);
// Render and notify
application.SendNotification();
application.Render();
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchEmitEmpty(void)
+int UtcDaliTouchEventEmitEmpty(void)
{
TestApplication application;
{
// Emit an empty TouchEvent
Integration::TouchEvent event;
- application.ProcessEvent( event );
- tet_result( TET_FAIL );
+ application.ProcessEvent(event);
+ tet_result(TET_FAIL);
}
- catch ( Dali::DaliException& e )
+ catch(Dali::DaliException& e)
{
- DALI_TEST_ASSERT( e, "!event.points.empty()", TEST_LOCATION );
+ DALI_TEST_ASSERT(e, "!event.points.empty()", TEST_LOCATION);
}
END_TEST;
}
-int UtcDaliTouchInterrupted(void)
+int UtcDaliTouchEventInterrupted(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// Emit an interrupted signal, we should be signalled regardless of whether there is a hit or not.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f /* Outside actor */)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// Emit another interrupted signal, our signal handler should not be called.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchParentConsumer(void)
+int UtcDaliTouchEventParentConsumer(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to root actor's touched signal
- SignalData rootData;
- TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchedSignal().Connect( &application, rootFunctor );
+ SignalData rootData;
+ TouchEventFunctor rootFunctor(rootData); // Consumes signal
+ rootActor.TouchedSignal().Connect(&application, rootFunctor);
- Vector2 screenCoordinates( 10.0f, 10.0f );
+ Vector2 screenCoordinates(10.0f, 10.0f);
Vector2 actorCoordinates, rootCoordinates;
- actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
+ actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit a motion signal
screenCoordinates.x = screenCoordinates.y = 11.0f;
- actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit an up signal
screenCoordinates.x = screenCoordinates.y = 12.0f;
- actor.ScreenToLocal( actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Up, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Up, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, data.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( actorCoordinates, data.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ actor.ScreenToLocal(actorCoordinates.x, actorCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ application.ProcessEvent(GenerateSingleTouch(PointState::UP, screenCoordinates));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, data.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::UP, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::UP, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, data.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(actorCoordinates, data.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit a down signal where the actor is not present, will hit the root actor though
screenCoordinates.x = screenCoordinates.y = 200.0f;
- rootActor.ScreenToLocal( rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, screenCoordinates ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( 1u, rootData.touchEvent.GetPointCount(), TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( screenCoordinates, rootData.touchEvent.points[0].screen, TEST_LOCATION );
- DALI_TEST_EQUALS( rootCoordinates, rootData.touchEvent.points[0].local, 0.1f, TEST_LOCATION );
- DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+ rootActor.ScreenToLocal(rootCoordinates.x, rootCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(1u, rootData.receivedTouch.GetPointCount(), TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(screenCoordinates, rootData.receivedTouch.points[0].screen, TEST_LOCATION);
+ DALI_TEST_EQUALS(rootCoordinates, rootData.receivedTouch.points[0].local, 0.1f, TEST_LOCATION);
+ DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
END_TEST;
}
-int UtcDaliTouchInterruptedParentConsumer(void)
+int UtcDaliTouchEventInterruptedParentConsumer(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to root actor's touched signal
- SignalData rootData;
- TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchedSignal().Connect( &application, rootFunctor );
+ SignalData rootData;
+ TouchEventFunctor rootFunctor(rootData); // Consumes signal
+ rootActor.TouchedSignal().Connect(&application, rootFunctor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit an interrupted signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit another down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
rootData.Reset();
- // Remove actor from Stage
- Stage::GetCurrent().Remove( actor );
+ // Remove actor from scene
+ application.GetScene().Remove(actor);
data.Reset();
rootData.Reset();
application.Render();
// Emit an interrupted signal, only root actor's signal should be called.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f /* Outside actor */ ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f /* Outside actor */)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit another interrupted state, none of the signal's should be called.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 200.0f, 200.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( false, rootData.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(false, rootData.functorCalled, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchLeave(void)
+int UtcDaliTouchEventLeave(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Set actor to require leave events
- actor.SetLeaveRequired( true );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// Emit a motion signal outside of actor, should be signalled with a Leave
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// Another motion outside of actor, no signalling
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(201.0f, 201.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
// Another motion event inside actor, signalled with motion
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// We do not want to listen to leave events anymore
- actor.SetLeaveRequired( false );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
// Another motion event outside of actor, no signalling
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchLeaveParentConsumer(void)
+int UtcDaliTouchEventLeaveParentConsumer(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to root actor's touched signal
- SignalData rootData;
- TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchedSignal().Connect( &application, rootFunctor );
+ SignalData rootData;
+ TouchEventFunctor rootFunctor(rootData); // Consumes signal
+ rootActor.TouchedSignal().Connect(&application, rootFunctor);
// Set actor to require leave events
- actor.SetLeaveRequired( true );
- rootActor.SetLeaveRequired( true );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
+ rootActor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Emit a motion signal outside of actor, should be signalled with a Leave
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Another motion outside of actor, only rootActor signalled
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 201.0f, 201.0f )) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( rootActor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(201.0f, 201.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(rootActor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// Another motion event inside actor, signalled with motion
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 10.0f, 10.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Motion, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::MOTION, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
// We do not want to listen to leave events of actor anymore
- actor.SetLeaveRequired( false );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, false);
// Another motion event outside of root actor, only root signalled
- Vector2 stageSize( Stage::GetCurrent().GetSize() );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( stageSize.width + 10.0f, stageSize.height + 10.0f )) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Leave, rootData.touchEvent.points[0].state, TEST_LOCATION );
+ Vector2 sceneSize(application.GetScene().GetSize());
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(sceneSize.width + 10.0f, sceneSize.height + 10.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::LEAVE, rootData.receivedTouch.points[0].state, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchActorBecomesInsensitive(void)
+int UtcDaliTouchEventActorBecomesInsensitive(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
// Change actor to insensitive
- actor.SetSensitive( false );
+ actor.SetProperty(Actor::Property::SENSITIVE, false);
// Emit a motion signal, signalled with an interrupted
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchActorBecomesInsensitiveParentConsumer(void)
+int UtcDaliTouchEventActorBecomesInsensitiveParentConsumer(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to root actor's touched signal
- SignalData rootData;
- TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchedSignal().Connect( &application, rootFunctor );
+ SignalData rootData;
+ TouchEventFunctor rootFunctor(rootData); // Consumes signal
+ rootActor.TouchedSignal().Connect(&application, rootFunctor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
data.Reset();
rootData.Reset();
application.Render();
// Make root actor insensitive
- rootActor.SetSensitive( false );
+ rootActor.SetProperty(Actor::Property::SENSITIVE, false);
// Emit a motion signal, signalled with an interrupted (should get interrupted even if within root actor)
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2 ( 200.0f, 200.0f )) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchMultipleLayers(void)
+int UtcDaliTouchEventMultipleLayers(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
+ SignalData data;
+ TouchEventFunctor functor(data);
- Layer layer1 ( Layer::New() );
- layer1.SetSize(100.0f, 100.0f);
- layer1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add( layer1 );
+ Layer layer1(Layer::New());
+ layer1.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ layer1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(layer1);
- Actor actor1 ( Actor::New() );
- actor1.SetSize( 100.0f, 100.0f );
- actor1.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- actor1.SetZ( 1.0f ); // Should hit actor1 in this layer
- layer1.Add( actor1 );
+ Actor actor1(Actor::New());
+ actor1.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor1.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ actor1.SetProperty(Actor::Property::POSITION_Z, 1.0f); // Should hit actor1 in this layer
+ layer1.Add(actor1);
// Render and notify
application.SendNotification();
application.Render();
// Connect to layer1 and actor1
- layer1.TouchedSignal().Connect( &application, functor );
- actor1.TouchedSignal().Connect( &application, functor );
+ layer1.TouchedSignal().Connect(&application, functor);
+ actor1.TouchedSignal().Connect(&application, functor);
// Hit in hittable area, actor1 should be hit
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.touchedActor == actor1 );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.touchedActor == actor1);
data.Reset();
// Make layer1 insensitive, nothing should be hit
- layer1.SetSensitive( false );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ layer1.SetProperty(Actor::Property::SENSITIVE, false);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
// Make layer1 sensitive again, again actor1 will be hit
- layer1.SetSensitive( true );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.touchedActor == actor1 );
+ layer1.SetProperty(Actor::Property::SENSITIVE, true);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.touchedActor == actor1);
data.Reset();
// Make rootActor insensitive, nothing should be hit
- rootActor.SetSensitive( false );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ rootActor.SetProperty(Actor::Property::SENSITIVE, false);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
// Make rootActor sensitive
- rootActor.SetSensitive( true );
+ rootActor.SetProperty(Actor::Property::SENSITIVE, true);
// Add another layer
- Layer layer2 ( Layer::New() );
- layer2.SetSize(100.0f, 100.0f );
- layer2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- layer2.SetZ( 10.0f ); // Should hit layer2 in this layer rather than actor2
- Stage::GetCurrent().Add( layer2 );
+ Layer layer2(Layer::New());
+ layer2.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ layer2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ layer2.SetProperty(Actor::Property::POSITION_Z, 10.0f); // Should hit layer2 in this layer rather than actor2
+ application.GetScene().Add(layer2);
- Actor actor2 ( Actor::New() );
- actor2.SetSize(100.0f, 100.0f);
- actor2.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- layer2.Add( actor2 );
+ Actor actor2(Actor::New());
+ actor2.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor2.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ layer2.Add(actor2);
// Render and notify
application.SendNotification();
application.Render();
// Connect to layer2 and actor2
- layer2.TouchedSignal().Connect( &application, functor );
- actor2.TouchedSignal().Connect( &application, functor );
+ layer2.TouchedSignal().Connect(&application, functor);
+ actor2.TouchedSignal().Connect(&application, functor);
// Emit an event, should hit layer2
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
//DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
data.Reset();
// Make layer2 insensitive, should hit actor1
- layer2.SetSensitive( false );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.touchedActor == actor1 );
+ layer2.SetProperty(Actor::Property::SENSITIVE, false);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.touchedActor == actor1);
data.Reset();
// Make layer2 sensitive again, should hit layer2
- layer2.SetSensitive( true );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ layer2.SetProperty(Actor::Property::SENSITIVE, true);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
//DALI_TEST_CHECK( data.touchedActor == layer2 ); // TODO: Uncomment this after removing renderable hack!
data.Reset();
// Make layer2 invisible, render and notify
- layer2.SetVisible( false );
+ layer2.SetProperty(Actor::Property::VISIBLE, false);
application.SendNotification();
application.Render();
// Should hit actor1
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( data.touchedActor == actor1 );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(data.touchedActor == actor1);
data.Reset();
// Make rootActor invisible, render and notify
- rootActor.SetVisible( false );
+ rootActor.SetProperty(Actor::Property::VISIBLE, false);
application.SendNotification();
application.Render();
// Should not hit anything
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchMultipleRenderTasks(void)
+int UtcDaliTouchEventMultipleRenderTasks(void)
{
- TestApplication application;
- Stage stage ( Stage::GetCurrent() );
- Vector2 stageSize ( stage.GetSize() );
+ TestApplication application;
+ Integration::Scene scene(application.GetScene());
+ Vector2 sceneSize(scene.GetSize());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- stage.Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(actor);
// Create render task
- Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
- RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
- renderTask.SetViewport( viewport );
- renderTask.SetInputEnabled( true );
+ Viewport viewport(sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f);
+ RenderTask renderTask(application.GetScene().GetRenderTaskList().CreateTask());
+ renderTask.SetViewport(viewport);
+ renderTask.SetInputEnabled(true);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Ensure renderTask actor can be hit too.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Disable input on renderTask, should not be hittable
- renderTask.SetInputEnabled( false );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ renderTask.SetInputEnabled(false);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchMultipleRenderTasksWithChildLayer(void)
+int UtcDaliTouchEventMultipleRenderTasksWithChildLayer(void)
{
- TestApplication application;
- Stage stage ( Stage::GetCurrent() );
- Vector2 stageSize ( stage.GetSize() );
+ TestApplication application;
+ Integration::Scene scene(application.GetScene());
+ Vector2 sceneSize(scene.GetSize());
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- stage.Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(actor);
Layer layer = Layer::New();
- layer.SetSize(100.0f, 100.0f);
- layer.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ layer.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
actor.Add(layer);
// Create render task
- Viewport viewport( stageSize.width * 0.5f, stageSize.height * 0.5f, stageSize.width * 0.5f, stageSize.height * 0.5f );
- RenderTask renderTask ( Stage::GetCurrent().GetRenderTaskList().CreateTask() );
- renderTask.SetViewport( viewport );
- renderTask.SetInputEnabled( true );
- renderTask.SetSourceActor( actor );
+ Viewport viewport(sceneSize.width * 0.5f, sceneSize.height * 0.5f, sceneSize.width * 0.5f, sceneSize.height * 0.5f);
+ RenderTask renderTask(application.GetScene().GetRenderTaskList().CreateTask());
+ renderTask.SetViewport(viewport);
+ renderTask.SetInputEnabled(true);
+ renderTask.SetSourceActor(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to layer's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
- layer.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
+ layer.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Ensure renderTask actor can be hit too.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Disable input on renderTask, should not be hittable
- renderTask.SetInputEnabled( false );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( viewport.x + 5.0f, viewport.y + 5.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ renderTask.SetInputEnabled(false);
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(viewport.x + 5.0f, viewport.y + 5.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchOffscreenRenderTasks(void)
+int UtcDaliTouchEventOffscreenRenderTasks(void)
{
- TestApplication application;
- Stage stage ( Stage::GetCurrent() );
- Vector2 stageSize ( stage.GetSize() );
+ TestApplication application;
+ Integration::Scene scene(application.GetScene());
+ Vector2 sceneSize(scene.GetSize());
// FrameBufferImage for offscreen RenderTask
- FrameBufferImage frameBufferImage( FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ) );
+ FrameBuffer frameBuffer = FrameBuffer::New(sceneSize.width, sceneSize.height);
// 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 renderableActor = CreateRenderableActor(frameBuffer.GetColorTexture());
+ renderableActor.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
+ renderableActor.SetProperty(Actor::Property::SIZE, Vector2(sceneSize.x, sceneSize.y));
+ renderableActor.ScaleBy(Vector3(1.0f, -1.0f, 1.0f)); // FIXME
+ scene.Add(renderableActor);
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- stage.Add( actor );
- application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE ); // Ensure framebuffer connects
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(actor);
+ application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE); // Ensure framebuffer connects
- stage.GetRenderTaskList().GetTask( 0u ).SetScreenToFrameBufferFunction( RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION );
+ scene.GetRenderTaskList().GetTask(0u).SetScreenToFrameBufferFunction(RenderTask::FULLSCREEN_FRAMEBUFFER_FUNCTION);
// Create a RenderTask
- RenderTask renderTask = stage.GetRenderTaskList().CreateTask();
- renderTask.SetSourceActor( actor );
- renderTask.SetTargetFrameBuffer( frameBufferImage );
- renderTask.SetInputEnabled( true );
+ RenderTask renderTask = scene.GetRenderTaskList().CreateTask();
+ renderTask.SetSourceActor(actor);
+ renderTask.SetFrameBuffer(frameBuffer);
+ renderTask.SetInputEnabled(true);
// Create another RenderTask
- RenderTask renderTask2( stage.GetRenderTaskList().CreateTask() );
- renderTask2.SetInputEnabled( true );
+ RenderTask renderTask2(scene.GetRenderTaskList().CreateTask());
+ renderTask2.SetInputEnabled(true);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchMultipleRenderableActors(void)
+int UtcDaliTouchEventMultipleRenderableActors(void)
{
- TestApplication application;
- Stage stage ( Stage::GetCurrent() );
- Vector2 stageSize ( stage.GetSize() );
+ TestApplication application;
+ Integration::Scene scene(application.GetScene());
+ Vector2 sceneSize(scene.GetSize());
Actor parent = CreateRenderableActor();
- parent.SetSize(100.0f, 100.0f);
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- stage.Add(parent);
+ parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(parent);
Actor actor = CreateRenderableActor();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
parent.Add(actor);
// Render and notify
application.Render();
// Connect to layer's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- parent.TouchedSignal().Connect( &application, functor );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ parent.TouchedSignal().Connect(&application, functor);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchedActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.touchedActor);
END_TEST;
}
-int UtcDaliTouchActorRemovedInSignal(void)
+int UtcDaliTouchEventActorRemovedInSignal(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- RemoveActorFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ RemoveActorFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Register for leave events
- actor.SetLeaveRequired( true );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Re-add, render and notify
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Emit another signal outside of actor's area, should not get anything as the scene has changed.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Render and notify
application.Render();
// Emit another signal outside of actor's area, should not get anything as the scene has changed.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
- // Re-add actor back to stage, render and notify
- Stage::GetCurrent().Add(actor);
+ // Re-add actor back to scene, render and notify
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Emit another down event
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Completely delete the actor
actor.Reset();
// Emit event, should not crash and should not receive an event.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 210.0f, 210.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(210.0f, 210.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchActorSignalNotConsumed(void)
+int UtcDaliTouchEventActorSignalNotConsumed(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchActorUnStaged(void)
+int UtcDaliTouchEventActorRemovedFromScene(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
- // Remove actor from stage
- Stage::GetCurrent().Remove( actor );
+ // Remove actor from scene
+ application.GetScene().Remove(actor);
data.Reset();
// Render and notify
application.Render();
// Emit a move at the same point, we should not be signalled.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchSystemOverlayActor(void)
-{
- TestApplication application;
- Dali::Integration::Core& core( application.GetCore() );
- Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
- systemOverlay.GetOverlayRenderTasks().CreateTask();
-
- // Create an actor and add it to the system overlay.
- Actor systemActor = Actor::New();
- systemActor.SetSize(100.0f, 100.0f);
- systemActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- systemOverlay.Add( systemActor );
-
- // Create an actor and add it to the stage as per normal, same position and size as systemActor
- Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
-
- // Connect to the touch signals.
- SignalData data;
- TouchEventFunctor functor( data );
- systemActor.TouchedSignal().Connect( &application, functor );
- actor.TouchedSignal().Connect( &application, functor );
-
- // Render and notify
- application.SendNotification();
- application.Render();
-
- // Emit a down signal, the system overlay is drawn last so is at the top, should hit the systemActor.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_CHECK( systemActor == data.touchedActor );
- END_TEST;
-}
-
-int UtcDaliTouchLayerConsumesTouch(void)
+int UtcDaliTouchEventLayerConsumesTouch(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ 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.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ layer.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(layer);
layer.RaiseToTop();
// Render and notify
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 );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ application.ProcessEvent(GenerateSingleTouch(PointState::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 );
+ layer.SetProperty(Layer::Property::CONSUMES_TOUCH, 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 ) ) );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ application.ProcessEvent(GenerateSingleTouch(PointState::UP, Vector2(10.0f, 10.0f)));
DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchLeaveActorReadded(void)
+int UtcDaliTouchEventLeaveActorReadded(void)
{
- TestApplication application;
- Stage stage = Stage::GetCurrent();
+ TestApplication application;
+ Integration::Scene scene = application.GetScene();
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- stage.Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(actor);
// Set actor to receive touch-events
- actor.SetLeaveRequired( true );
+ actor.SetProperty(Actor::Property::LEAVE_REQUIRED, true);
// Render and notify
application.SendNotification();
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down and motion
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 11.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(11.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
- // Remove actor from stage and add again
- stage.Remove( actor );
- stage.Add( actor );
+ // Remove actor from scene and add again
+ scene.Remove(actor);
+ scene.Add(actor);
// Emit a motion within the actor's bounds
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 12.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(12.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
data.Reset();
// Emit a motion outside the actor's bounds
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 200.0f, 200.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Leave, data.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(200.0f, 200.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::LEAVE, data.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
END_TEST;
}
-int UtcDaliTouchClippingActor(void)
+int UtcDaliTouchEventClippedActor(void)
{
- TestApplication application;
- Stage stage = Stage::GetCurrent();
+ TestApplication application;
+ Integration::Scene scene = application.GetScene();
Actor actor = Actor::New();
- actor.SetSize( 100.0f, 100.0f );
- actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- stage.Add( actor );
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ scene.Add(actor);
Actor clippingActor = Actor::New();
- clippingActor.SetSize( 50.0f, 50.0f );
- clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
- clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN );
- stage.Add( clippingActor );
+ clippingActor.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+ clippingActor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ clippingActor.SetProperty(Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN);
+ scene.Add(clippingActor);
+
+ // Add a child to the clipped region.
+ Actor clippingChild = Actor::New();
+ clippingChild.SetProperty(Actor::Property::SIZE, Vector2(50.0f, 50.0f));
+ clippingChild.SetProperty(Actor::Property::POSITION, Vector2(25.0f, 25.0f));
+ clippingChild.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ clippingActor.Add(clippingChild);
// Render and notify.
application.SendNotification();
application.Render();
- // Connect to actor's touched signal.
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ // Connect to actor's touch signal.
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ // Emit an event within clipped area - we should have a hit.
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Emit an event within clipped child area - we should still have a hit.
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(40.0f, 40.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Now connect to the clippingChild's touch signal
+ SignalData clippingChildData;
+ TouchEventFunctor clippingChildFunctor(clippingChildData);
+ clippingChild.TouchedSignal().Connect(&application, clippingChildFunctor);
- // Emit an event within clipped area.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ // Emit an event within clipped child area - no hit on actor, but hit on clipped child.
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(40.0f, 40.0f)));
+ DALI_TEST_EQUALS(true, clippingChildData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
data.Reset();
+ clippingChildData.Reset();
// Emit an event outside the clipped area but within the actor area, we should have a hit.
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(60.0f, 60.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+ clippingChildData.Reset();
+
+ // Emit an event inside part of the child which is within the clipped area, we should have a hit on the clipped child but not the actor.
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(30.0f, 30.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, clippingChildData.functorCalled, TEST_LOCATION);
data.Reset();
+ clippingChildData.Reset();
END_TEST;
}
-int UtcDaliTouchActorUnstaged(void)
+int UtcDaliTouchEventActorUnparented(void)
{
TestApplication application;
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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 );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
data.Reset();
// Render and notify
actor.Unparent();
// Should receive an interrupted event
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchParentUnstaged(void)
+int UtcDaliTouchEventParentRemovedFromScene(void)
{
TestApplication application;
Actor parent = Actor::New();
- parent.SetSize(100.0f, 100.0f);
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(parent);
+ parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(parent);
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
parent.Add(actor);
// Render and notify
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data);
+ actor.TouchedSignal().Connect(&application, functor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
data.Reset();
// Render and notify
parent.Unparent();
// Should receive an interrupted event
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
END_TEST;
}
-int UtcDaliTouchActorUnstagedDifferentConsumer(void)
+int UtcDaliTouchEventActorRemovedFromSceneDifferentConsumer(void)
{
TestApplication application;
Actor parent = Actor::New();
- parent.SetSize(100.0f, 100.0f);
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(parent);
+ parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(parent);
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
parent.Add(actor);
// Render and notify
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false /* Do not consume */ );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false /* Do not consume */);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to parent's touched signal
- SignalData parentData;
- TouchEventFunctor parentFunctor( parentData );
- parent.TouchedSignal().Connect( &application, parentFunctor );
+ SignalData parentData;
+ TouchEventFunctor parentFunctor(parentData);
+ parent.TouchedSignal().Connect(&application, parentFunctor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == data.touchedActor );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, parentData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == parentData.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( parent == parentData.touchedActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == data.touchedActor);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(parent == parentData.touchedActor);
data.Reset();
parentData.Reset();
actor.Unparent();
// Should receive an interrupted event for both actor & parent
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
parentData.Reset();
application.Render();
// Emit a motion signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Motion, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
data.Reset();
parentData.Reset();
// Parent is now consumer, connect again to the touched signal of the actor so that it becomes the consumer
- SignalData secondData;
- TouchEventFunctor secondFunctor( secondData /* Consume */ );
- actor.TouchedSignal().Connect( &application, secondFunctor );
+ SignalData secondData;
+ TouchEventFunctor secondFunctor(secondData /* Consume */);
+ actor.TouchedSignal().Connect(&application, secondFunctor);
// Unparent the actor
actor.Unparent();
// Should receive an interrupted event for both actor functors & the parent as well as it was last consumer
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, secondData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, secondData.touchEvent.points[0].state, TEST_LOCATION );
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, secondData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, secondData.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
parentData.Reset();
secondData.Reset();
END_TEST;
}
-int UtcDaliTouchInterruptedDifferentConsumer(void)
+int UtcDaliTouchEventInterruptedDifferentConsumer(void)
{
TestApplication application;
- Actor rootActor( Stage::GetCurrent().GetRootLayer() );
+ Actor rootActor(application.GetScene().GetRootLayer());
Actor parent = Actor::New();
- parent.SetSize(100.0f, 100.0f);
- parent.SetAnchorPoint(AnchorPoint::TOP_LEFT);
- Stage::GetCurrent().Add(parent);
+ parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(parent);
Actor actor = Actor::New();
- actor.SetSize(100.0f, 100.0f);
- actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
parent.Add(actor);
// Render and notify
application.Render();
// Connect to actor's touched signal
- SignalData data;
- TouchEventFunctor functor( data, false /* Do not consume */ );
- actor.TouchedSignal().Connect( &application, functor );
+ SignalData data;
+ TouchEventFunctor functor(data, false /* Do not consume */);
+ actor.TouchedSignal().Connect(&application, functor);
// Connect to parent's touched signal
- SignalData parentData;
- TouchEventFunctor parentFunctor( parentData, false /* Do not consume */ );
- parent.TouchedSignal().Connect( &application, parentFunctor );
+ SignalData parentData;
+ TouchEventFunctor parentFunctor(parentData, false /* Do not consume */);
+ parent.TouchedSignal().Connect(&application, parentFunctor);
// Connect to root's touched signal and consume
- SignalData rootData;
- TouchEventFunctor rootFunctor( rootData );
- rootActor.TouchedSignal().Connect( &application, rootFunctor );
+ SignalData rootData;
+ TouchEventFunctor rootFunctor(rootData);
+ rootActor.TouchedSignal().Connect(&application, rootFunctor);
// Emit a down signal
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == data.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( actor == data.touchedActor );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, parentData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == parentData.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( parent == parentData.touchedActor );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Down, rootData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_CHECK( actor == rootData.touchEvent.points[0].hitActor );
- DALI_TEST_CHECK( rootActor == rootData.touchedActor );
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(actor == data.touchedActor);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(parent == parentData.touchedActor);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, rootData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == rootData.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(rootActor == rootData.touchedActor);
data.Reset();
parentData.Reset();
rootData.Reset();
// Root is now consumer, connect to the touched signal of the parent so that it becomes the consumer
- SignalData secondData;
- TouchEventFunctor secondFunctor( secondData /* Consume */ );
- parent.TouchedSignal().Connect( &application, secondFunctor );
+ SignalData secondData;
+ TouchEventFunctor secondFunctor(secondData /* Consume */);
+ parent.TouchedSignal().Connect(&application, secondFunctor);
// Emit an interrupted signal, all three should STILL be called
- application.ProcessEvent( GenerateSingleTouch( TouchPoint::Interrupted, Vector2( 10.0f, 10.0f ) ) );
- DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, data.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, parentData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, parentData.touchEvent.points[0].state, TEST_LOCATION );
- DALI_TEST_EQUALS( true, rootData.functorCalled, TEST_LOCATION );
- DALI_TEST_EQUALS( TouchPoint::Interrupted, rootData.touchEvent.points[0].state, TEST_LOCATION );
+ application.ProcessEvent(GenerateSingleTouch(PointState::INTERRUPTED, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, rootData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, rootData.receivedTouch.points[0].state, TEST_LOCATION);
data.Reset();
parentData.Reset();
rootData.Reset();
END_TEST;
}
+
+int UtcDaliTouchEventGetRadius(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal with an angle
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetRadius(100.0f);
+ application.ProcessEvent(touchEvent);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION);
+ DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetEllipseRadius(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal with an angle
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetRadius(100.0f, Vector2(20.0f, 10.0f));
+ application.ProcessEvent(touchEvent);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(100.0f, data.receivedTouch.points[0].radius, TEST_LOCATION);
+ DALI_TEST_EQUALS(20.0f, data.receivedTouch.points[0].ellipseRadius.x, TEST_LOCATION);
+ DALI_TEST_EQUALS(10.0f, data.receivedTouch.points[0].ellipseRadius.y, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetAngle(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal with an angle
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetAngle(Degree(90.0f));
+ application.ProcessEvent(touchEvent);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(Degree(90.0f), data.receivedTouch.points[0].angle, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetPressure(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal with an angle
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetPressure(10.0f);
+ application.ProcessEvent(touchEvent);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(10.0f, data.receivedTouch.points[0].pressure, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventUsage(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal with an angle
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetDeviceAPINegative(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ HandleData handleData;
+ TouchEventHandleFunctor functor(handleData);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ Vector2 screenCoordinates(10.0f, 10.0f);
+ Vector2 localCoordinates;
+ actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, screenCoordinates));
+
+ TouchEvent data = handleData.receivedTouchHandle;
+ DALI_TEST_EQUALS(data.GetDeviceClass(-1), Device::Class::NONE, TEST_LOCATION);
+ DALI_TEST_EQUALS(data.GetDeviceSubclass(-1), Device::Subclass::NONE, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonPositive(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ HandleData handleData;
+ TouchEventHandleFunctor functor(handleData);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ // Emit a down signal with MouseButton
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetMouseButton(static_cast<MouseButton::Type>(3));
+ application.ProcessEvent(touchEvent);
+
+ TouchEvent data = handleData.receivedTouchHandle;
+ DALI_TEST_EQUALS(data.GetMouseButton(0), MouseButton::SECONDARY, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventGetMouseButtonNagative(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ HandleData handleData;
+ TouchEventHandleFunctor functor(handleData);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ // Emit a down signal with MouseButton
+ Integration::TouchEvent touchEvent = GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f));
+ touchEvent.points[0].SetMouseButton(static_cast<MouseButton::Type>(2));
+ application.ProcessEvent(touchEvent);
+
+ TouchEvent data = handleData.receivedTouchHandle;
+ DALI_TEST_EQUALS(data.GetMouseButton(0), MouseButton::TERTIARY, TEST_LOCATION);
+ DALI_TEST_EQUALS(data.GetMouseButton(3), MouseButton::INVALID, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventCapturePropertySet(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().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);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::STARTED, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Now motion outside of actor, we should not receive the event
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(110.0f, 110.0f)));
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Up event, should receive an interrupted
+ application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(data.receivedTouch.GetPoint(0).state, PointState::INTERRUPTED, TEST_LOCATION);
+
+ // Now set the capture property
+ actor.SetProperty(DevelActor::Property::CAPTURE_ALL_TOUCH_AFTER_START, true);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::STARTED, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Now motion outside of actor, we now SHOULD receive the event
+ application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(110.0f, 110.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Up event, we should receive it again, but as ended rather than interrupted
+ application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(data.receivedTouch.GetPoint(0).state, PointState::FINISHED, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventIntegNewTouchEvent(void)
+{
+ uint32_t timestamp = 92858u;
+ TouchPoint tp(1, PointState::STARTED, 34.4f, 123.89f, 5.0f, 7.0f);
+ Dali::TouchEvent touchEvent = Integration::NewTouchEvent(timestamp, tp);
+
+ DALI_TEST_EQUALS(touchEvent.GetPointCount(), 1u, TEST_LOCATION);
+ DALI_TEST_EQUALS(touchEvent.GetState(0), PointState::STARTED, TEST_LOCATION);
+ DALI_TEST_EQUALS(touchEvent.GetLocalPosition(0), Vector2(5.0f, 7.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS(touchEvent.GetScreenPosition(0), Vector2(34.4f, 123.89f), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliTouchEventIntercept(void)
+{
+ TestApplication application;
+
+ Actor parent = Actor::New();
+ parent.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ parent.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(parent);
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ parent.Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ SignalData data;
+ TouchEventFunctor functor(data, false /* Do not consume */);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ // Connect to parent's touched signal
+ SignalData parentData;
+ TouchEventFunctor parentFunctor(parentData, false /* Do not consume */);
+ parent.TouchedSignal().Connect(&application, parentFunctor);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+
+ data.Reset();
+ parentData.Reset();
+
+ // Connect to parent's intercept touched signal
+ SignalData interceptData;
+ TouchEventFunctor interceptFunctor(interceptData, true /* Do intercept */);
+ Dali::DevelActor::InterceptTouchedSignal(parent).Connect(&application, interceptFunctor);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(10.0f, 10.0f)));
+
+ // The actor gets interrupted. Because touch is intercepted by parent.
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::INTERRUPTED, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_EQUALS(true, interceptData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, interceptData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == interceptData.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(parent == interceptData.touchedActor);
+ DALI_TEST_EQUALS(true, parentData.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, parentData.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == parentData.receivedTouch.points[0].hitActor);
+ DALI_TEST_CHECK(parent == parentData.touchedActor);
+ data.Reset();
+ parentData.Reset();
+
+ END_TEST;
+}
+
+int UtcDaliTouchAreaOffset(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+
+ application.GetScene().Add(actor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Connect to actor's touched signal
+ SignalData data;
+ TouchEventFunctor functor(data, false /* Do not consume */);
+ actor.TouchedSignal().Connect(&application, functor);
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(110.0f, 110.0f)));
+ // The actor touched signal is not called because the touch area is outside actor.
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // set a bigger touch area
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(-70, 70, 70, -70)); // left, right, bottom, top
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(150.0f, 150.0f)));
+ // The actor touched signal is called because the touch area is inside touchArea.
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ data.Reset();
+
+ // set a offset touch area
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(50, 100, -50, 0)); // left, right, bottom, top
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(190.0f, 25.0f)));
+ // The actor touched signal is called because the touch area is inside touchArea.
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ data.Reset();
+
+ // set a smaller touch area
+ actor.SetProperty(DevelActor::Property::TOUCH_AREA_OFFSET, Rect<int>(50, 0, 0, 50));
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(40.0f, 40.0f)));
+ // The actor touched signal is not called because the touch area is outside touchArea.
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Emit a down signal
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(90.0f, 90.0f)));
+ // The actor touched signal is called because the touch area is inside touchArea.
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
+ DALI_TEST_CHECK(actor == data.receivedTouch.points[0].hitActor);
+ data.Reset();
+
+ END_TEST;
+}