/*
- * Copyright (c) 2018 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 <vector>
#include <dali-toolkit-test-suite-utils.h>
#include <toolkit-timer.h>
#include <toolkit-event-thread-callback.h>
-#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit/devel-api/visual-factory/transition-data.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/devel-api/controls/control-devel.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
+#include <dali-toolkit/public-api/image-loader/image.h>
#include <dali-toolkit/dali-toolkit.h>
#include "dummy-control.h"
namespace
{
const char* TEST_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/gallery-small-1.jpg";
+const char* TEST_BROKEN_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/a-random-nonimage.jpg";
const char* TEST_LARGE_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/tbcol.png";
const char* TEST_SMALL_IMAGE_FILE_NAME = TEST_RESOURCE_DIR "/icon-edit.png";
const char* TEST_REMOTE_IMAGE_FILE_NAME = "https://www.tizen.org/sites/all/themes/tizen_theme/logo.png";
bool gResourceReadySignalFired = false;
-
+std::vector<int> gReadyIds = {};
void ResourceReadySignal( Control control )
{
gResourceReadySignalFired = true;
+ gReadyIds.push_back(control.GetProperty< int >( Actor::Property::ID ));
+}
+void ClearReadyIds()
+{
+ gReadyIds.clear();
}
Actor CreateActorWithImageVisual(const Property::Map& map)
Visual::Base visual = factory.CreateVisual( map );
DALI_TEST_CHECK( visual );
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
return actor;
}
application.GetPlatform().SetClosestImageSize( Vector2(imageDimensions.GetWidth(), imageDimensions.GetHeight()) );
}
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification(); // Send messages to update
application.Render(); // process update and render
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( preMultipliedAlpha2, true, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ int srcFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+ int destFactorRgb = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+ int srcFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+ int destFactorAlpha = renderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+ DALI_TEST_CHECK( srcFactorRgb == BlendFactor::SRC_ALPHA );
+ DALI_TEST_CHECK( destFactorRgb == BlendFactor::ONE_MINUS_SRC_ALPHA );
+ DALI_TEST_CHECK( srcFactorAlpha == BlendFactor::ONE );
+ DALI_TEST_CHECK( destFactorAlpha == BlendFactor::ONE_MINUS_SRC_ALPHA );
+
+ textureTrace.Reset();
+
+ // Make a new visual with the same image
+ Visual::Base newVisual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( newVisual );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ DummyControl newActor = DummyControl::New();
+ DummyControlImpl& newDummyImpl = static_cast< DummyControlImpl& >( newActor.GetImplementation() );
+ newDummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, newVisual );
+
+ newActor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( newActor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.GetScene().Add( newActor );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( newActor.GetRendererCount(), 1u, TEST_LOCATION );
+ auto newRenderer = newActor.GetRendererAt( 0 );
+ preMultipliedIndex = newRenderer.GetPropertyIndex( "preMultipliedAlpha" );
+ DALI_TEST_CHECK( preMultipliedIndex != Property::INVALID_INDEX );
+ preMultipliedAlpha = newRenderer.GetProperty< bool >( preMultipliedIndex );
+ preMultipliedAlpha2 = newRenderer.GetProperty< bool >( Renderer::Property::BLEND_PRE_MULTIPLIED_ALPHA );
+
+ DALI_TEST_EQUALS( preMultipliedAlpha, false, TEST_LOCATION );
+ DALI_TEST_EQUALS( preMultipliedAlpha2, false, TEST_LOCATION );
+
+ srcFactorRgb = newRenderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_RGB );
+ destFactorRgb = newRenderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_RGB );
+ srcFactorAlpha = newRenderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_SRC_ALPHA );
+ destFactorAlpha = newRenderer.GetProperty<int>( Renderer::Property::BLEND_FACTOR_DEST_ALPHA );
+ DALI_TEST_CHECK( srcFactorRgb == BlendFactor::SRC_ALPHA );
+ DALI_TEST_CHECK( destFactorRgb == BlendFactor::ONE_MINUS_SRC_ALPHA );
+ DALI_TEST_CHECK( srcFactorAlpha == BlendFactor::ONE );
+ DALI_TEST_CHECK( destFactorAlpha == BlendFactor::ONE_MINUS_SRC_ALPHA );
+
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
}
+
+int UtcDaliImageVisualWithNativeImage(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Use Native Image as url" );
+
+ NativeImageSourcePtr nativeImageSource = NativeImageSource::New(500, 500, NativeImageSource::COLOR_DEPTH_DEFAULT);
+ std::string url = Dali::Toolkit::Image::GenerateUrl(nativeImageSource);
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, url );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+
+ Renderer renderer = actor.GetRendererAt(0);
+ Shader shader = renderer.GetShader();
+
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ DALI_TEST_CHECK(value.GetType() == Property::MAP);
+ const Property::Map* outMap = value.GetMap();
+ std::string fragmentShader = (*outMap)["fragment"].Get<std::string>();
+
+ const char* fragmentPrefix = nativeImageSource->GetCustomFragmentPrefix();
+ size_t pos = fragmentShader.find(fragmentPrefix);
+
+ DALI_TEST_EQUALS( pos != std::string::npos, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliImageVisualTextureReuse1(void)
{
ToolkitTestApplication application;
drawTrace.Enable(true);
Actor actor = CreateActorWithImageVisual( propertyMap );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
// Wait for image to load
drawTrace.Reset();
Actor actor2 = CreateActorWithImageVisual( propertyMap );
- Stage::GetCurrent().Add(actor2);
+ application.GetScene().Add(actor2);
application.SendNotification(); // Send messages to update
application.Render(); // process update and render
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION );
- DALI_TEST_EQUALS( textureTrace.CountMethod("BindTexture"), 0, TEST_LOCATION );
+ // TODO: Temporarily commented out the line below when caching is disabled. Will need to add it back.
+// DALI_TEST_EQUALS( textureTrace.CountMethod("BindTexture"), 0, TEST_LOCATION );
tet_infoline("Test that removing 1 actor doesn't delete the texture\n");
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
application.SendNotification();
application.Render();
tet_infoline("Test that removing last actor does delete the texture\n");
- Stage::GetCurrent().Remove( actor2 ); // Detaches remaining ImageVisual
+ application.GetScene().Remove( actor2 ); // Detaches remaining ImageVisual
application.SendNotification();
application.Render();
drawTrace.Enable(true);
Actor actor = CreateActorWithImageVisual( propertyMap );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
// Wait for image to load
propertyMap.Insert( ImageVisual::Property::DESIRED_WIDTH, 100 );
propertyMap.Insert( ImageVisual::Property::DESIRED_HEIGHT, 100 );
Actor actor2 = CreateActorWithImageVisual( propertyMap );
- Stage::GetCurrent().Add(actor2);
+ application.GetScene().Add(actor2);
application.SendNotification();
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION );
TraceCallStack::NamedParams tex1;
- tex1["texture"] = "1";
+ tex1["texture"] << 1;
TraceCallStack::NamedParams tex2;
- tex1["texture"] = "2";
+ tex2["texture"] << 2;
DALI_TEST_EQUALS( textureTrace.FindMethodAndParams("BindTexture", tex1), true, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethodAndParams("BindTexture", tex2), true, TEST_LOCATION );
tet_infoline("Test that removing 1 actor deletes it's texture\n");
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
application.SendNotification();
application.Render();
tet_infoline("Test that removing last actor deletes it's texture\n");
- Stage::GetCurrent().Remove( actor2 );
+ application.GetScene().Remove( actor2 );
application.SendNotification();
application.Render();
}
-int UtcDaliImageVisualImageHandle(void)
-{
- ToolkitTestApplication application;
- tet_infoline( "Request image visual with an image handle" );
-
- VisualFactory factory = VisualFactory::Get();
- DALI_TEST_CHECK( factory );
-
- Image image = ResourceImage::New(TEST_IMAGE_FILE_NAME);
- Visual::Base visual = factory.CreateVisual( image );
-
- // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
- // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
-
- const int width=512;
- const int height=513;
-
- Integration::Bitmap* bitmap = Integration::Bitmap::New( Integration::Bitmap::BITMAP_2D_PACKED_PIXELS, ResourcePolicy::OWNED_DISCARD );
- bitmap->GetPackedPixelsProfile()->ReserveBuffer( Pixel::RGBA8888, width, height,width, height );
-
- TestGlAbstraction& gl = application.GetGlAbstraction();
- TraceCallStack& textureTrace = gl.GetTextureTrace();
- textureTrace.Enable(true);
-
- DummyControl actor = DummyControl::New();
- TestVisualRender( application, actor, visual, 1u,
- ImageDimensions(width, height),
- Integration::ResourcePointer(bitmap) );
-
- DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- END_TEST;
-}
-
int UtcDaliImageVisualCustomWrapModePixelArea(void)
{
ToolkitTestApplication application;
tet_infoline( "Request image visual with a Property::Map, test custom wrap mode and pixel area with atlasing" );
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("pixelArea", Property::Type::VECTOR4),
+ UniformData("wrapMode", Property::Type::VECTOR2),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( factory );
DummyControl actor = DummyControl::New();
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ application.GetScene().Add( actor );
// loading started
application.SendNotification();
// WITH atlasing, the wrapping is handled manually in shader, so the following gl function should not be called
std::stringstream out;
- out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_S << ", " << GL_MIRRORED_REPEAT;
+ out << std::hex << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_S << ", " << GL_MIRRORED_REPEAT;
DALI_TEST_CHECK( !texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
out.str("");
- out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_T << ", " << GL_REPEAT;
+ out << std::hex << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_T << ", " << GL_REPEAT;
DALI_TEST_CHECK( !texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
// test the uniforms which used to handle the wrap mode
ToolkitTestApplication application;
tet_infoline( "Request image visual with a Property::Map, test custom wrap mode and pixel area without atlasing" );
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("pixelArea", Property::Type::VECTOR4),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( factory );
TestGlAbstraction& gl = application.GetGlAbstraction();
TraceCallStack& textureTrace = gl.GetTextureTrace();
textureTrace.Enable(true);
+ textureTrace.EnableLogging(true);
TraceCallStack& texParameterTrace = gl.GetTexParameterTrace();
texParameterTrace.Enable( true );
+ texParameterTrace.EnableLogging( true );
DummyControl actor = DummyControl::New();
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ application.GetScene().Add( actor );
// loading started
application.SendNotification();
application.Render();
+ application.SendNotification();
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
// WITHOUT atlasing, the wrapping is handled by setting gl texture parameters
std::stringstream out;
- out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_S << ", " << GL_MIRRORED_REPEAT;
+ out << std::hex << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_S << ", " << GL_MIRRORED_REPEAT;
DALI_TEST_CHECK( texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
out.str("");
- out << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_T << ", " << GL_REPEAT;
+ out << std::hex << GL_TEXTURE_2D << ", " << GL_TEXTURE_WRAP_T << ", " << GL_REPEAT;
DALI_TEST_CHECK( texParameterTrace.FindMethodAndParams("TexParameteri", out.str()) );
// test the uniforms which used to handle the wrap mode
ToolkitTestApplication application;
tet_infoline( "Animate mix color" );
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("mixColor", Property::Type::VECTOR3),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
application.GetPlatform().SetClosestImageSize( Vector2(100, 100) );
VisualFactory factory = VisualFactory::Get();
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- actor.SetColor(Color::BLACK);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ actor.SetProperty( Actor::Property::COLOR,Color::BLACK);
+ application.GetScene().Add(actor);
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = DevelHandle::GetPropertyIndex( renderer, Visual::Property::MIX_COLOR );
+ Property::Index index = renderer.GetPropertyIndex( Visual::Property::MIX_COLOR );
Property::Value blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::AUTO, TEST_LOCATION );
Animation animation = dummyImpl.CreateTransition( transition );
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
-
animation.AnimateTo( Property(actor, Actor::Property::COLOR), Color::WHITE );
animation.Play();
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace( true );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ std::ostringstream blendStr;
+ blendStr << std::hex << GL_BLEND;
+
application.SendNotification();
application.Render(0); // Ensure animation starts
application.Render(2000u); // Halfway point
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>( "uColor", Vector4( 0.5f, 0.5f, 0.5f, 0.75f ) ), true, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>( "mixColor", testColor ), true, TEST_LOCATION );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
+
+ glEnableStack.Reset();
+
application.Render(2000u); // Halfway point between blue and white
- DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>( "uColor", Vector4( 1.0f, 1.0f, 1.0f, 0.5f ) ), true, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>( "mixColor", Vector3( TARGET_MIX_COLOR ) ), true, TEST_LOCATION );
- TestMixColor( visual, Visual::Property::MIX_COLOR, TARGET_MIX_COLOR );
+ // GL_BLEND should not be changed: Keep enabled
+ // TODO: Temporarily commented out the line below when caching is disabled. Will need to add it back.
+// DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
+ TestMixColor( visual, Visual::Property::MIX_COLOR, TARGET_MIX_COLOR );
END_TEST;
}
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- actor.SetColor(Color::BLACK);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ actor.SetProperty( Actor::Property::COLOR,Color::BLACK);
+ application.GetScene().Add(actor);
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
- Renderer renderer = actor.GetRendererAt(0);
- Property::Value blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace( true );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ std::ostringstream blendStr;
+ blendStr << std::hex << GL_BLEND;
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str()) );
{
tet_infoline( "Test that the opacity can be increased to full via animation, and that the blend mode is set appropriately at the start and end of the animation." );
Animation animation = dummyImpl.CreateTransition( transition );
animation.Play();
+ glEnableStack.Reset();
+
application.SendNotification();
application.Render(0); // Ensure animation starts
application.Render(2000u); // Halfway point through animation
DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
DALI_TEST_EQUALS( color.a, 1.0f, TEST_LOCATION );
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::AUTO, TEST_LOCATION );
+ // TODO: Temporarily commented out the line below when caching is disabled. Will need to add it back.
+// DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
}
Animation animation = dummyImpl.CreateTransition( transition );
animation.Play();
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
+ glEnableStack.Reset();
application.SendNotification();
application.Render(0); // Ensure animation starts
DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
DALI_TEST_EQUALS( color.a, 0.55f, TEST_LOCATION );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
+
+ glEnableStack.Reset();
+
application.Render(2016u); // end
application.SendNotification();
DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
DALI_TEST_EQUALS( color.a, 0.1f, TEST_LOCATION );
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
+ // GL_BLEND should not be changed: Keep enabled
+// @todo
+// TODO: Temporarily commented out the line below when caching is disabled. Will need to add it back.
+// DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
}
-
END_TEST;
}
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- actor.SetColor(Color::BLACK);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ actor.SetProperty( Actor::Property::COLOR,Color::BLACK);
tet_infoline( "Test that the opacity doesn't animate when actor not staged" );
Dali::Toolkit::TransitionData transition = TransitionData::New( array );
Animation animation = dummyImpl.CreateTransition( transition );
- Stage::GetCurrent().Add(actor);
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render(0); // Ensure animation starts
animation = dummyImpl.CreateTransition( transition );
animation.Play();
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace( true );
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ std::ostringstream blendStr;
+ blendStr << std::hex << GL_BLEND;
+
application.SendNotification();
application.Render(0); // Ensure animation starts
application.Render(2000u); // Halfway point through animation
application.SendNotification(); // Handle any signals
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
Vector4 color;
DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
DALI_TEST_EQUALS( color.a, 0.5f, TEST_LOCATION );
+ glEnableStack.Reset();
+
application.Render(2001u); // end
application.SendNotification(); // ensure animation finished signal is sent
DALI_TEST_CHECK( application.GetGlAbstraction().GetUniformValue< Vector4 >( "uColor", color ) );
DALI_TEST_EQUALS( color.a, 1.0f, TEST_LOCATION );
- blendModeValue = renderer.GetProperty( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::AUTO, TEST_LOCATION );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
END_TEST;
}
ToolkitTestApplication application;
tet_infoline( "ImageVisual animate pixel area" );
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("pixelArea", Property::Type::VECTOR4),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
application.GetPlatform().SetClosestImageSize( Vector2(100, 100) );
VisualFactory factory = VisualFactory::Get();
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
- actor.SetSize(2000, 2000);
- actor.SetParentOrigin(ParentOrigin::CENTER);
- actor.SetColor(Color::BLACK);
- Stage::GetCurrent().Add(actor);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(2000, 2000) );
+ actor.SetProperty( Actor::Property::PARENT_ORIGIN,ParentOrigin::CENTER);
+ actor.SetProperty( Actor::Property::COLOR,Color::BLACK);
+ application.GetScene().Add(actor);
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = DevelHandle::GetPropertyIndex( renderer, Visual::Property::MIX_COLOR );
+ Property::Index index = renderer.GetPropertyIndex( Visual::Property::MIX_COLOR );
tet_infoline("Test that the renderer has the mixColor property");
DALI_TEST_CHECK( index != Property::INVALID_INDEX );
drawTrace.Enable(true);
Actor actor = CreateActorWithImageVisual( propertyMap );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
application.SendNotification();
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
int UtcDaliImageVisualTextureCancelAsyncLoad(void)
{
ToolkitTestApplication application;
- tet_infoline( "Load image asynchronosly, cancel loading, then load again" );
+ tet_infoline( "Load image asynchronously, cancel loading, then load again" );
VisualFactory factory = VisualFactory::Get();
DALI_TEST_CHECK( factory );
DummyControlImpl& dummyImpl = static_cast< DummyControlImpl& >( actor.GetImplementation() );
dummyImpl.RegisterVisual( Control::Property::BACKGROUND, visual );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Cancel loading
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Create another visual with the same image
visual = factory.CreateVisual( propertyMap );
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
+ // Check resource status
+ Visual::ResourceStatus status = actor.GetVisualResourceStatus(Control::CONTROL_PROPERTY_END_INDEX + 1);
+ DALI_TEST_EQUALS(status, Visual::ResourceStatus::FAILED, TEST_LOCATION);
+
+ // The broken image should be shown.
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
- Stage::GetCurrent().Remove( actor );
+ application.GetScene().Remove( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
END_TEST;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), true, TEST_LOCATION );
+
+ dummyImpl.UnregisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1 );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualSynchronousLoadAlphaMask(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "Request image visual with a Property::Map containing an Alpha mask with synchronous loading" );
+
+ VisualFactory factory = VisualFactory::Get();
+ DALI_TEST_CHECK( factory );
+
+ Property::Map propertyMap;
+ propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_LARGE_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, TEST_MASK_IMAGE_FILE_NAME );
+ propertyMap.Insert( ImageVisual::Property::SYNCHRONOUS_LOADING, true );
+
+ Visual::Base visual = factory.CreateVisual( propertyMap );
+ DALI_TEST_CHECK( visual );
+
+ Property::Map testMap;
+ visual.CreatePropertyMap(testMap);
+ DALI_TEST_EQUALS(*testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(TEST_MASK_IMAGE_FILE_NAME), TEST_LOCATION );
+
+ // For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
+ // Image with a size smaller than 512*512 will be uploaded as a part of the atlas.
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ DummyControl actor = DummyControl::New();
+ DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
+
+ application.GetScene().Add( actor );
+
+ // Do not wait for any EventThreadTrigger in synchronous alpha mask.
application.SendNotification();
application.Render();
Property::Map propertyMap;
propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::IMAGE );
propertyMap.Insert( ImageVisual::Property::URL, TEST_IMAGE_FILE_NAME );
- propertyMap.Insert( "alphaMaskUrl", MASK_IMAGE );
+ propertyMap.Insert( ImageVisual::Property::ALPHA_MASK_URL, MASK_IMAGE );
Visual::Base visual = factory.CreateVisual( propertyMap );
DALI_TEST_CHECK( visual );
Property::Map testMap;
visual.CreatePropertyMap(testMap);
+
DALI_TEST_EQUALS(*testMap.Find(ImageVisual::Property::ALPHA_MASK_URL),Property::Value(MASK_IMAGE), TEST_LOCATION );
// For tesing the LoadResourceFunc is called, a big image size should be set, so the atlasing is not applied.
DummyControl actor = DummyControl::New();
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
+
DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
application.SendNotification();
application.Render();
END_TEST;
}
-
int UtcDaliImageVisualAlphaMaskCrop(void)
{
ToolkitTestApplication application;
DummyControlImpl& dummyImpl = static_cast<DummyControlImpl&>(actor.GetImplementation());
dummyImpl.RegisterVisual( Control::CONTROL_PROPERTY_END_INDEX + 1, visual );
- actor.SetSize( 200.f, 200.f );
+ actor.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
DALI_TEST_EQUALS( actor.IsResourceReady(), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 2 ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 3 ), true, TEST_LOCATION );
application.SendNotification();
application.Render();
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset();
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
imageVisualNever.Reset(); // reduce ref count so only the control keeps the visual alive.
imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
// Test initially zero renderers
application.SendNotification();
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
imageVisualDetached.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
// Test initially zero renderers
application.SendNotification();
DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
// Wait for image to load
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
END_TEST;
}
+int UtcDaliImageVisualReleasePolicy08(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualReleasePolicy08 Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy" );
+
+ tet_infoline( "Create first visual with DESTROYED release policy" );
+ Visual::Base imageVisualDestroyed = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::RELEASE_POLICY, ImageVisual::ReleasePolicy::DESTROYED );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisualDestroyed );
+ imageVisualDestroyed.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+
+ // Test initially zero renderers
+ application.SendNotification();
+ application.Render(0);
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ application.GetScene().Add( actor );
+
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render(0);
+ tet_infoline( "Ensure a texture is created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // Ensure TextureSet is same after detach/attach on stage when texture used the DESTROYED release policy
+ // 1. Get TextureSet
+ TextureSet textureSetBefore = actor.GetRendererAt( 0u ).GetTextures();
+
+ // 2.Remove actor from stage. In this case, renderer also is deleted.
+ tet_infoline( "Remove actor from stage" );
+ application.GetScene().Remove( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure a texture is not deleted as visual used the DESTROYED release policy" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 3.Add actor in stage. In this case, renderer is created.
+ tet_infoline( "Add actor in stage" );
+ application.GetScene().Add( actor );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ application.SendNotification();
+ application.Render();
+ tet_infoline( "Ensure a texture is not created again" );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("GenTextures"), 0, TEST_LOCATION );
+ textureTrace.Reset();
+
+ // 4.Compare Texture with before and after. textureSet need to be same because release policy is the DESTROYED.
+ tet_infoline( "Ensure a textureSet is not deleted because it is used the DESTROYED release policy" );
+ TextureSet textureSetAfter = actor.GetRendererAt( 0u ).GetTextures();
+ DALI_TEST_CHECK( textureSetBefore == textureSetAfter );
+ textureSetBefore.Reset();
+ textureSetAfter.Reset();
+
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
int UtcDaliImageVisualLoadPolicy01(void)
{
ToolkitTestApplication application;
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
tet_infoline( "Ensure nothing triggers another load as texure already loaded" );
const unsigned int TIME_OUT_3_SECONDS = 3;
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor.SetSize(200.f, 200.f);
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
tet_infoline( "Allow image time to load" );
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
DummyControl actor = DummyControl::New(true);
actor.ResourceReadySignal().Connect( &ResourceReadySignal);
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
tet_infoline( "Create visual with IMMEDIATE load policy" );
Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
DummyControl actor = DummyControl::New(true);
actor.ResourceReadySignal().Connect( &ResourceReadySignal);
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
- actor.SetSize(200.f, 200.f);
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
tet_infoline( "Create visual with IMMEDIATE load policy" );
Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor2.SetSize(200.f, 200.f);
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
DummyControl actor = DummyControl::New(true);
actor.ResourceReadySignal().Connect( &ResourceReadySignal);
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
- actor.SetSize(200.f, 200.f);
- Stage::GetCurrent().Add( actor );
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add( actor );
tet_infoline( "Create visual with ATTACHED load policy" );
Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::ATTACHED );
tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
- actor2.SetSize(200.f, 200.f);
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
tet_infoline( "Create control for visual, need to loaded it" );
DummyControl actor = DummyControl::New(true);
Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
- Stage::GetCurrent().Add( actor );
+ application.GetScene().Add( actor );
dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
// Wait for image to load
END_TEST;
}
+
+int UtcDaliImageVisualCustomShader(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualCustomShader Test custom shader" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map properties;
+ Property::Map shader;
+ const std::string vertexShader = "Foobar";
+ const std::string fragmentShader = "Foobar";
+ shader[Visual::Shader::Property::FRAGMENT_SHADER] = fragmentShader;
+ shader[Visual::Shader::Property::VERTEX_SHADER] = vertexShader;
+
+ properties[Visual::Property::TYPE] = Visual::IMAGE;
+ properties[Visual::Property::SHADER] = shader;
+ properties[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+
+ Visual::Base visual = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl = static_cast< Impl::DummyControl& >( dummy.GetImplementation() );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual );
+
+ dummy.SetProperty( Actor::Property::SIZE, Vector2( 200.f, 200.f ) );
+ dummy.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Renderer renderer = dummy.GetRendererAt( 0 );
+ Shader shader2 = renderer.GetShader();
+ Property::Value value = shader2.GetProperty( Shader::Property::PROGRAM );
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK( map );
+
+ Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShader, fragment->Get< std::string >(), TEST_LOCATION );
+
+ Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( vertexShader, vertex->Get< std::string >(), TEST_LOCATION );
+
+ shader.Clear();
+
+ shader[Visual::Shader::Property::HINTS] = Shader::Hint::OUTPUT_IS_TRANSPARENT;
+ properties[Visual::Property::SHADER] = shader;
+
+ Visual::Base visual1 = factory.CreateVisual( properties );
+
+ // trigger creation through setting on stage
+ DummyControl dummy1 = DummyControl::New( true );
+ Impl::DummyControl& dummyImpl1 = static_cast< Impl::DummyControl& >( dummy1.GetImplementation() );
+ dummyImpl1.RegisterVisual( DummyControl::Property::TEST_VISUAL, visual1 );
+ dummy1.SetProperty( Actor::Property::SIZE, Vector2( 200, 200 ) );
+ dummy1.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ application.GetScene().Add( dummy1 );
+
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ glAbstraction.EnableEnableDisableCallTrace( true );
+
+ application.SendNotification();
+ application.Render();
+
+ TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
+ std::ostringstream blendStr;
+ blendStr << std::hex << GL_BLEND;
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
+
+ END_TEST;
+}
+
+
+void ResourceReadyLoadNext( Control control )
+{
+ static int callNumber = 0;
+
+ gResourceReadySignalFired = true;
+ gReadyIds.push_back(control.GetProperty< int >( Actor::Property::ID ));
+
+ if( callNumber == 0 )
+ {
+ DALI_TEST_EQUALS( control.GetVisualResourceStatus(DummyControl::Property::TEST_VISUAL), Toolkit::Visual::ResourceStatus::FAILED, TEST_LOCATION );
+
+ tet_infoline( "Create visual with loaded image from within the signal handler" );
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base imageVisual = factory.CreateVisual( TEST_IMAGE_FILE_NAME, ImageDimensions{20,30} );
+
+ Impl::DummyControl& controlImpl = static_cast<Impl::DummyControl&>(control.GetImplementation());
+ controlImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual ); // This should trigger another signal.
+ callNumber = 1;
+ }
+ else
+ {
+ tet_infoline( "3rd signal called" );
+ DALI_TEST_CHECK(true);
+ }
+}
+
+int UtcDaliImageVisualLoadReady01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadReady01");
+ tet_infoline( "First part: Load an image visual for one resource, then another image visual for a second resource.");
+ tet_infoline( "Second part, In the ready signal for the second image visual, add a 3rd visual with the first URL" );
+ tet_infoline( "Should get a ready signal for all three visuals");
+
+ ClearReadyIds();
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ int actor1Id = actor.GetProperty< int >( Actor::Property::ID );
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add(actor);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual1 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual1 );
+
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gReadyIds[0], actor1Id, TEST_LOCATION );
+
+
+ tet_infoline( "Original control correctly signalled, now testing failing image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ ClearReadyIds();
+
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_BROKEN_IMAGE_FILE_NAME, ImageVisual::Property::LOAD_POLICY, ImageVisual::LoadPolicy::IMMEDIATE );
+
+ DummyControl actor2 = DummyControl::New(true);
+ int actor2Id = actor2.GetProperty< int >( Actor::Property::ID );
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor2.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadyLoadNext);
+
+ tet_infoline( "Registering visual this should trigger the ready signal when the image fails to load" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+
+ actor2.SetProperty( Actor::Property::SIZE, Vector2(200.f, 200.f) );
+ application.GetScene().Add(actor2);
+
+ tet_infoline( "Wait for loading thread to finish");
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( gReadyIds[0], actor2Id, TEST_LOCATION);
+
+ tet_infoline( "Check for 3rd signal");
+ application.SendNotification();
+ DALI_TEST_EQUALS( gReadyIds.size(), 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( gReadyIds[1], actor2Id, TEST_LOCATION);
+
+ END_TEST;
+}