/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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 <dali-toolkit/devel-api/shader-effects/mirror-effect.h>
#include <dali-toolkit/devel-api/shader-effects/motion-blur-effect.h>
#include <dali-toolkit/devel-api/shader-effects/motion-stretch-effect.h>
-#include <dali-toolkit/devel-api/shader-effects/nine-patch-mask-effect.h>
#include <dali-toolkit/devel-api/shader-effects/overlay-effect.h>
#include <dali-toolkit/devel-api/shader-effects/quadratic-bezier.h>
#include <dali-toolkit/devel-api/shader-effects/ripple-effect.h>
#include <dali-toolkit/devel-api/shader-effects/swirl-effect.h>
using namespace Dali;
+using namespace Dali::Toolkit;
int UtcDaliCreateAlphaDiscardEffect(void)
{
ToolkitTestApplication application;
- ShaderEffect effect = Toolkit::CreateAlphaDiscardEffect();
- DALI_TEST_CHECK( effect );
+ Property::Map effect = Toolkit::CreateAlphaDiscardEffect();
+ DALI_TEST_CHECK( !effect.Empty() );
+
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
+ DALI_TEST_CHECK( customShaderValue );
+
+ Property::Map customShader;
+ DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
+ DALI_TEST_CHECK( !vertexShaderValue );
+
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
+ DALI_TEST_CHECK( fragmentShaderValue );
+
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) );
+ DALI_TEST_CHECK( !fragmentShader.empty() );
+
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
+ DALI_TEST_CHECK( !gridXValue );
+
+ Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
+ DALI_TEST_CHECK( !gridYValue );
+
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
+ DALI_TEST_CHECK( !hintsValue );
END_TEST;
}
Property::Map effect = Toolkit::CreateDissolveEffect( highPrecision );
DALI_TEST_CHECK( !effect.Empty() );
- Property::Value* customShaderValue = effect.Find( "shader" );
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
DALI_TEST_CHECK( customShaderValue );
Property::Map customShader;
DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
- Property::Value* vertexShaderValue = customShader.Find( "vertexShader" );
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
DALI_TEST_CHECK( vertexShaderValue );
std::string vertexShader;
DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) );
DALI_TEST_CHECK( !vertexShader.empty() );
- Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" );
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
DALI_TEST_CHECK( fragmentShaderValue );
std::string fragmentShader;
DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) );
DALI_TEST_CHECK( !fragmentShader.empty() );
- Property::Value* gridXValue = customShader.Find( "subdivideGridX" );
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
DALI_TEST_CHECK( gridXValue );
int gridX = 0;
DALI_TEST_CHECK( gridXValue->Get( gridX ) );
DALI_TEST_CHECK( gridX > 1 );
- Property::Value* gridYValue = customShader.Find( "subdivideGridY" );
+ Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
DALI_TEST_CHECK( gridYValue );
int gridY = 0;
DALI_TEST_CHECK( gridYValue->Get( gridY ) );
DALI_TEST_CHECK( gridY > 1 );
- Property::Value* hintsValue = customShader.Find( "hints" );
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
DALI_TEST_CHECK( hintsValue );
- std::string hints;
+ int hints;;
DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == "outputIsTransparent" );
+ DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
Actor actor = Actor::New();
Toolkit::DissolveEffectSetCentralLine( actor, Vector2::ONE, Vector2::ONE, 0.0f );
Property::Map effect = Toolkit::CreateDistanceFieldEffect();
DALI_TEST_CHECK( !effect.Empty() );
- Property::Value* customShaderValue = effect.Find( "shader" );
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
DALI_TEST_CHECK( customShaderValue );
Property::Map customShader;
DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
- Property::Value* vertexShaderValue = customShader.Find( "vertexShader" );
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
DALI_TEST_CHECK( !vertexShaderValue );
- Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" );
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
DALI_TEST_CHECK( fragmentShaderValue );
std::string fragmentShader;
DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) );
DALI_TEST_CHECK( !fragmentShader.empty() );
- Property::Value* gridXValue = customShader.Find( "subdivideGridX" );
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
DALI_TEST_CHECK( !gridXValue );
- Property::Value* hintsValue = customShader.Find( "hints" );
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
DALI_TEST_CHECK( hintsValue );
- std::string hints;
+ int hints;;
DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == "outputIsTransparent" );
+ DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
END_TEST;
}
{
ToolkitTestApplication application;
- ShaderEffect effect = Toolkit::CreateImageRegionEffect();
- DALI_TEST_CHECK( effect );
+ Property::Map effect = Toolkit::CreateImageRegionEffect();
+ DALI_TEST_CHECK( !effect.Empty() );
+
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
+ DALI_TEST_CHECK( customShaderValue );
+
+ Property::Map customShader;
+ DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
+ DALI_TEST_CHECK( vertexShaderValue );
+
+ std::string vertexShader;
+ DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) );
+ DALI_TEST_CHECK( !vertexShader.empty() );
+
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
+ DALI_TEST_CHECK( !fragmentShaderValue );
+
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
+ DALI_TEST_CHECK( !gridXValue );
+
+ Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
+ DALI_TEST_CHECK( !gridYValue );
+
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
+ DALI_TEST_CHECK( !hintsValue );
END_TEST;
}
Property::Map effect = Toolkit::CreateMotionBlurEffect();
DALI_TEST_CHECK( !effect.Empty() );
- Property::Value* customShaderValue = effect.Find( "shader" );
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
DALI_TEST_CHECK( customShaderValue );
Property::Map customShader;
DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
- Property::Value* vertexShaderValue = customShader.Find( "vertexShader" );
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
DALI_TEST_CHECK( vertexShaderValue );
std::string vertexShader;
DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) );
DALI_TEST_CHECK( !vertexShader.empty() );
- Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" );
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
DALI_TEST_CHECK( fragmentShaderValue );
std::string fragmentShader;
DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) );
DALI_TEST_CHECK( !fragmentShader.empty() );
- Property::Value* gridXValue = customShader.Find( "subdivideGridX" );
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
DALI_TEST_CHECK( gridXValue );
int gridX = 0;
DALI_TEST_CHECK( gridXValue->Get( gridX ) );
DALI_TEST_CHECK( gridX > 1 );
- Property::Value* gridYValue = customShader.Find( "subdivideGridY" );
+ Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
DALI_TEST_CHECK( gridYValue );
int gridY = 0;
DALI_TEST_CHECK( gridYValue->Get( gridY ) );
DALI_TEST_CHECK( gridY > 1 );
- Property::Value* hintsValue = customShader.Find( "hints" );
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
DALI_TEST_CHECK( hintsValue );
- std::string hints;
+ int hints;;
DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == "outputIsTransparent" );
+ DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
unsigned int sampleCount( 4 );
Actor actor = Actor::New();
Property::Map effect = Toolkit::CreateMotionStretchEffect();
DALI_TEST_CHECK( !effect.Empty() );
- Property::Value* customShaderValue = effect.Find( "shader" );
+ Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
DALI_TEST_CHECK( customShaderValue );
Property::Map customShader;
DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
- Property::Value* vertexShaderValue = customShader.Find( "vertexShader" );
+ Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
DALI_TEST_CHECK( vertexShaderValue );
std::string vertexShader;
DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) );
DALI_TEST_CHECK( !vertexShader.empty() );
- Property::Value* fragmentShaderValue = customShader.Find( "fragmentShader" );
+ Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER );
DALI_TEST_CHECK( fragmentShaderValue );
std::string fragmentShader;
DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) );
DALI_TEST_CHECK( !fragmentShader.empty() );
- Property::Value* gridXValue = customShader.Find( "subdivideGridX" );
+ Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X );
DALI_TEST_CHECK( gridXValue );
int gridX = 0;
DALI_TEST_CHECK( gridXValue->Get( gridX ) );
DALI_TEST_CHECK( gridX > 1 );
- Property::Value* gridYValue = customShader.Find( "subdivideGridY" );
+ Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
DALI_TEST_CHECK( gridYValue );
int gridY = 0;
DALI_TEST_CHECK( gridYValue->Get( gridY ) );
DALI_TEST_CHECK( gridY > 1 );
- Property::Value* hintsValue = customShader.Find( "hints" );
+ Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
DALI_TEST_CHECK( hintsValue );
- std::string hints;
+ int hints;;
DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == "outputIsTransparent" );
+ DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
Actor actor = Actor::New();
Toolkit::SetMotionStretchProperties( actor );