static bool gObjectCreatedCallBackCalled;
static bool gOnLayoutActivatedCalled; ///< Whether the LayoutActivated signal was invoked.
+static bool gOnScrollUpdateCalled;
static void TestCallback(BaseHandle handle)
{
gOnLayoutActivatedCalled = true;
}
+static void OnScrollUpdate( const Vector2& position )
+{
+ gOnScrollUpdateCalled = true;
+}
+
// Generate a PanGestureEvent to send to Core
Integration::PanGestureEvent GeneratePan(
Gesture::State state,
// Create a grid layout and add it to ItemView
ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ gridLayout->SetOrientation(ControlOrientation::Down);
view.AddLayout(*gridLayout);
// Check there is no active layout at the moment
// Create a grid layout and add it to ItemView
ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ gridLayout->SetOrientation(ControlOrientation::Left);
view.AddLayout(*gridLayout);
// Activate the grid layout so that the items will be created and added to ItemView
// Create a grid layout and add it to ItemView
ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ gridLayout->SetOrientation(ControlOrientation::Right);
view.AddLayout(*gridLayout);
// Activate the grid layout so that the items will be created and added to ItemView
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a depth layout and add it to ItemView
+ ItemLayoutPtr depthLayout = DefaultItemLayout::New( DefaultItemLayout::DEPTH );
+ depthLayout->SetOrientation(ControlOrientation::Up);
+ view.AddLayout(*depthLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
Vector3 vec(480.0f, 800.0f, 0.0f);
- ItemLayoutPtr layout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ ItemLayoutPtr layout = DefaultItemLayout::New( DefaultItemLayout::DEPTH );
view.SetName("view actor");
view.AddLayout(*layout);
view.SetSize(vec);
Stage::GetCurrent().Add(view);
- layout->SetOrientation(ControlOrientation::Up);
+ layout->SetOrientation(ControlOrientation::Down);
view.ActivateLayout(0, vec, 0.0f);
application.SendNotification();
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a depth layout and add it to ItemView
+ ItemLayoutPtr depthLayout = DefaultItemLayout::New( DefaultItemLayout::DEPTH);
+ depthLayout->SetOrientation(ControlOrientation::Left);
+ view.AddLayout(*depthLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a depth layout and add it to ItemView
+ ItemLayoutPtr depthLayout = DefaultItemLayout::New( DefaultItemLayout::DEPTH);
+ depthLayout->SetOrientation(ControlOrientation::Right);
+ view.AddLayout(*depthLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a spiral layout and add it to ItemView
+ ItemLayoutPtr spiralLayout = DefaultItemLayout::New( DefaultItemLayout::SPIRAL );
+ view.AddLayout(*spiralLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a spiral layout and add it to ItemView
+ ItemLayoutPtr spiralLayout = DefaultItemLayout::New( DefaultItemLayout::SPIRAL );
+ spiralLayout->SetOrientation( ControlOrientation::Down );
+ view.AddLayout(*spiralLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a spiral layout and add it to ItemView
+ ItemLayoutPtr spiralLayout = DefaultItemLayout::New( DefaultItemLayout::SPIRAL );
+ spiralLayout->SetOrientation( ControlOrientation::Left );
+ view.AddLayout(*spiralLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
TestItemFactory factory;
ItemView view = ItemView::New(factory);
- // Create a grid layout and add it to ItemView
- ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
- view.AddLayout(*gridLayout);
+ // Create a spiral layout and add it to ItemView
+ ItemLayoutPtr spiralLayout = DefaultItemLayout::New( DefaultItemLayout::SPIRAL );
+ spiralLayout->SetOrientation( ControlOrientation::Right );
+ view.AddLayout(*spiralLayout);
// Activate the grid layout so that the items will be created and added to ItemView
Vector3 stageSize(Dali::Stage::GetCurrent().GetSize());
END_TEST;
}
+
+int UtcDaliItemEnableDisableRefresh(void)
+{
+ ToolkitTestApplication application;
+ Dali::Stage stage = Dali::Stage::GetCurrent();
+
+ // Create the ItemView actor
+ TestItemFactory factory;
+ ItemView view = ItemView::New(factory);
+
+ // Create a grid layout and add it to ItemView
+ ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ view.AddLayout(*gridLayout);
+ stage.Add(view);
+
+ // Activate the grid layout so that the items will be created and added to ItemView
+ Vector3 stageSize(stage.GetSize());
+ view.ActivateLayout(0, stageSize, 0.5f);
+
+ //Connect to signal scroll updated
+ view.ScrollUpdatedSignal().Connect( &OnScrollUpdate );
+
+ Property::Map attributes;
+ view.DoAction("enableRefresh", attributes );
+ gOnScrollUpdateCalled = true;
+ view.SetProperty( ItemView::Property::LAYOUT_POSITION, 100.0f );
+ application.SendNotification();
+ application.Render(1000);
+ DALI_TEST_EQUALS( gOnScrollUpdateCalled, true, TEST_LOCATION );
+
+
+ view.DoAction("disableRefresh", attributes );
+ gOnScrollUpdateCalled = false;
+ view.SetProperty( ItemView::Property::LAYOUT_POSITION, 100.0f );
+ application.SendNotification();
+ application.Render(1000);
+
+ DALI_TEST_EQUALS( gOnScrollUpdateCalled, false, TEST_LOCATION );
+
+ END_TEST;
+}