#include <dali-toolkit/devel-api/transition-effects/cube-transition-cross-effect.h>
#include <dali-toolkit/devel-api/transition-effects/cube-transition-fold-effect.h>
#include <dali-toolkit/devel-api/transition-effects/cube-transition-wave-effect.h>
-#include <dali/public-api/images/buffer-image.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/adaptor-framework/pixel-buffer.h>
DALI_TEST_CHECK( !waveEffect );
waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
DALI_TEST_CHECK( waveEffect );
waveEffect.Reset();
//Additional check to ensure object is created by checking if it's registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
registry.ObjectCreatedSignal().Connect( &TestCallback );
{
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
}
DALI_TEST_CHECK( gObjectCreatedCallBackCalled );
END_TEST;
DALI_TEST_CHECK( !crossEffect );
crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
DALI_TEST_CHECK( crossEffect );
crossEffect.Reset();
//Additional check to ensure object is created by checking if it's registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
registry.ObjectCreatedSignal().Connect( &TestCallback );
{
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
}
DALI_TEST_CHECK( gObjectCreatedCallBackCalled );
END_TEST;
DALI_TEST_CHECK( !foldEffect );
foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
DALI_TEST_CHECK( foldEffect );
foldEffect.Reset();
//Additional check to ensure object is created by checking if it is registered
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
+ ObjectRegistry registry = application.GetCore().GetObjectRegistry();
DALI_TEST_CHECK( registry );
gObjectCreatedCallBackCalled = false;
registry.ObjectCreatedSignal().Connect( &TestCallback );
{
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
}
DALI_TEST_CHECK( gObjectCreatedCallBackCalled );
END_TEST;
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
DALI_TEST_EQUALS( TRANSITION_DURATION, waveEffect.GetTransitionDuration(), TEST_LOCATION );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
DALI_TEST_EQUALS( TRANSITION_DURATION, crossEffect.GetTransitionDuration(), TEST_LOCATION );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
DALI_TEST_EQUALS( TRANSITION_DURATION, foldEffect.GetTransitionDuration(), TEST_LOCATION );
END_TEST;
tet_infoline(" UtcDaliCubeTransitionEffectSetGetTransitionDuration ");
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS);
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
DALI_TEST_EQUALS( CUBE_DISPLACEMENT, waveEffect.GetCubeDisplacement(), TEST_LOCATION );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
DALI_TEST_EQUALS( CUBE_DISPLACEMENT, crossEffect.GetCubeDisplacement(), TEST_LOCATION );
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
- Stage::GetCurrent().Add( waveEffect );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
+ application.GetScene().Add( waveEffect );
waveEffect.SetCurrentTexture( texture );
waveEffect.SetTargetTexture( texture );
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
- Stage::GetCurrent().Add( waveEffect );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
+ application.GetScene().Add( waveEffect );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
DALI_TEST_CHECK( !waveEffect.IsTransitioning() );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
- Stage::GetCurrent().Add( crossEffect );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
+ application.GetScene().Add( crossEffect );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
DALI_TEST_CHECK( !crossEffect.IsTransitioning() );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
- Stage::GetCurrent().Add( foldEffect );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
+ application.GetScene().Add( foldEffect );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
DALI_TEST_CHECK( !foldEffect.IsTransitioning() );
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetCurrentTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE );
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
- Stage::GetCurrent().Add( waveEffect );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
+ application.GetScene().Add( waveEffect );
waveEffect.SetCurrentTexture( texture );
waveEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
texture.Upload( pixelData );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
waveEffect.SetCurrentTexture( texture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
texture.Upload( pixelData );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
crossEffect.SetCurrentTexture( texture );
crossEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
application.SendNotification();
application.Render();
application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE );
Texture texture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
foldEffect.SetCurrentTexture( texture );
foldEffect.SetTargetTexture( texture );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
application.SendNotification();
application.Render();
Texture thirdTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
CubeTransitionEffect foldEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
bool signalVerified = false;
CubeTransitionEffect currentEffect;
Texture secondTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
bool signalVerified = false;
CubeTransitionEffect currentEffect;
Texture secondTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20 );
CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
+ waveEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
waveEffect.SetTransitionDuration( TRANSITION_DURATION );
waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
waveEffect.SetCurrentTexture( firstTexture );
waveEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( waveEffect );
+ application.GetScene().Add( waveEffect );
application.SendNotification();
application.Render();
Texture secondTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20 );
CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
+ crossEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
crossEffect.SetTransitionDuration( TRANSITION_DURATION );
crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
crossEffect.SetCurrentTexture( firstTexture );
crossEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( crossEffect );
+ application.GetScene().Add( crossEffect );
application.SendNotification();
application.Render();
Texture secondTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20 );
CubeTransitionEffect foldEffect = CubeTransitionFoldEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
+ foldEffect.SetProperty( Actor::Property::SIZE, Vector2( VIEW_AREA_SIZE ) );
foldEffect.SetTransitionDuration( TRANSITION_DURATION );
foldEffect.SetCurrentTexture( firstTexture );
foldEffect.SetTargetTexture( secondTexture );
- Stage::GetCurrent().Add( foldEffect );
+ application.GetScene().Add( foldEffect );
application.SendNotification();
application.Render();