Property::Map propertyMap;
Vector4 testColor( 1.f, 0.5f, 0.3f, 0.2f );
propertyMap.Insert("rendererType", "color");
- propertyMap.Insert("blendColor", testColor);
+ propertyMap.Insert("mixColor", testColor);
ControlRenderer controlRenderer = factory.GetControlRenderer(propertyMap);
DALI_TEST_CHECK( controlRenderer );
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, testColor, TEST_LOCATION );
controlRenderer.SetOffStage( actor );
controlRenderer.SetOnStage( actor );
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
- int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
application.Render(0);
- int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::AUTO, TEST_LOCATION );
Vector4 actualColor(Vector4::ZERO);
application.SendNotification();
application.Render(0);
- blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLENDING_MODE );
+ blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
END_TEST;
Vector4 actualValue(Vector4::ZERO);
TestGlAbstraction& gl = application.GetGlAbstraction();
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
factory.ResetRenderer( controlRenderer, actor, Color::GREEN );
application.SendNotification();
application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::GREEN, TEST_LOCATION );
Image bufferImage = CreateBufferImage( 100, 200, Vector4( 1.f, 1.f, 1.f, 1.f ) );
application.SendNotification();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "blendColor", actualValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "mixColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::RED, TEST_LOCATION );
END_TEST;