/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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 <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <stdlib.h>
+#include <iostream>
#include <dali-toolkit/devel-api/shader-effects/alpha-discard-effect.h>
#include <dali-toolkit/devel-api/shader-effects/dissolve-effect.h>
ToolkitTestApplication application;
Property::Map effect = Toolkit::CreateAlphaDiscardEffect();
- DALI_TEST_CHECK( !effect.Empty() );
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( !vertexShaderValue );
+ 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 );
+ 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() );
+ 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* 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* 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 );
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(!hintsValue);
END_TEST;
}
-int UtcDaliCreateDissolveEffect( bool highPrecision )
+int UtcDaliCreateDissolveEffect(bool highPrecision)
{
ToolkitTestApplication application;
- Property::Map effect = Toolkit::CreateDissolveEffect( highPrecision );
- DALI_TEST_CHECK( !effect.Empty() );
+ Property::Map effect = Toolkit::CreateDissolveEffect(highPrecision);
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( vertexShaderValue );
+ 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() );
+ 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* 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() );
+ 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* 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 );
+ DALI_TEST_CHECK(gridXValue->Get(gridX));
+ DALI_TEST_CHECK(gridX > 1);
- Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
- DALI_TEST_CHECK( gridYValue );
+ 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 );
+ DALI_TEST_CHECK(gridYValue->Get(gridY));
+ DALI_TEST_CHECK(gridY > 1);
- Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
- DALI_TEST_CHECK( hintsValue );
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(hintsValue);
- int hints;;
- DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
+ int hints;
+ ;
+ DALI_TEST_CHECK(hintsValue->Get(hints));
+ DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT);
Actor actor = Actor::New();
- Toolkit::DissolveEffectSetCentralLine( actor, Vector2::ONE, Vector2::ONE, 0.0f );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uPercentage" ) != Property::INVALID_INDEX );
+ Toolkit::DissolveEffectSetCentralLine(actor, Vector2::ONE, Vector2::ONE, 0.0f);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uPercentage") != Property::INVALID_INDEX);
END_TEST;
}
ToolkitTestApplication application;
Property::Map effect = Toolkit::CreateDistanceFieldEffect();
- DALI_TEST_CHECK( !effect.Empty() );
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( !vertexShaderValue );
+ 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 );
+ 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() );
+ 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* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X);
+ DALI_TEST_CHECK(!gridXValue);
- Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
- DALI_TEST_CHECK( hintsValue );
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(hintsValue);
- int hints;;
- DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
+ int hints;
+ ;
+ DALI_TEST_CHECK(hintsValue->Get(hints));
+ DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT);
END_TEST;
}
ToolkitTestApplication application;
Property::Map effect = Toolkit::CreateImageRegionEffect();
- DALI_TEST_CHECK( !effect.Empty() );
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( vertexShaderValue );
+ 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() );
+ 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* 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* 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* 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 );
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(!hintsValue);
END_TEST;
}
ToolkitTestApplication application;
Property::Map effect = Toolkit::CreateMotionBlurEffect();
- DALI_TEST_CHECK( !effect.Empty() );
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( vertexShaderValue );
+ 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() );
+ 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* 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() );
+ 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* 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 );
+ DALI_TEST_CHECK(gridXValue->Get(gridX));
+ DALI_TEST_CHECK(gridX > 1);
- Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
- DALI_TEST_CHECK( gridYValue );
+ 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( Visual::Shader::Property::HINTS );
- DALI_TEST_CHECK( hintsValue );
-
- int hints;;
- DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
-
- unsigned int sampleCount( 4 );
- Actor actor = Actor::New();
- Toolkit::SetMotionBlurProperties( actor, sampleCount );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uBlurTexCoordScale" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uGeometryStretchFactor" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uSpeedScalingFactor" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeStart" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeEnd" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uAlphaScale" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uNumSamples" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uModelLastFrame" ) != Property::INVALID_INDEX );
+ DALI_TEST_CHECK(gridYValue->Get(gridY));
+ DALI_TEST_CHECK(gridY > 1);
+
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(hintsValue);
+
+ int hints;
+ ;
+ DALI_TEST_CHECK(hintsValue->Get(hints));
+ DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT);
+
+ unsigned int sampleCount(4);
+ Actor actor = Actor::New();
+ Toolkit::SetMotionBlurProperties(actor, sampleCount);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uBlurTexCoordScale") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uGeometryStretchFactor") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uSpeedScalingFactor") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeStart") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeEnd") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uAlphaScale") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uNumSamples") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uModelLastFrame") != Property::INVALID_INDEX);
END_TEST;
}
ToolkitTestApplication application;
Property::Map effect = Toolkit::CreateMotionStretchEffect();
- DALI_TEST_CHECK( !effect.Empty() );
+ DALI_TEST_CHECK(!effect.Empty());
- Property::Value* customShaderValue = effect.Find( Visual::Property::SHADER );
- DALI_TEST_CHECK( customShaderValue );
+ Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER);
+ DALI_TEST_CHECK(customShaderValue);
Property::Map customShader;
- DALI_TEST_CHECK( customShaderValue->Get( customShader ) );
+ DALI_TEST_CHECK(customShaderValue->Get(customShader));
- Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER );
- DALI_TEST_CHECK( vertexShaderValue );
+ 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() );
+ 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* 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() );
+ 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* 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 );
+ DALI_TEST_CHECK(gridXValue->Get(gridX));
+ DALI_TEST_CHECK(gridX > 1);
- Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y );
- DALI_TEST_CHECK( gridYValue );
+ 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 );
+ DALI_TEST_CHECK(gridYValue->Get(gridY));
+ DALI_TEST_CHECK(gridY > 1);
- Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS );
- DALI_TEST_CHECK( hintsValue );
+ Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS);
+ DALI_TEST_CHECK(hintsValue);
- int hints;;
- DALI_TEST_CHECK( hintsValue->Get( hints ) );
- DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT );
+ int hints;
+ ;
+ DALI_TEST_CHECK(hintsValue->Get(hints));
+ DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT);
Actor actor = Actor::New();
- Toolkit::SetMotionStretchProperties( actor );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uGeometryStretchFactor" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uSpeedScalingFactor" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeStart" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeEnd" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uAlphaScale" ) != Property::INVALID_INDEX );
- DALI_TEST_CHECK( actor.GetPropertyIndex( "uModelLastFrame" ) != Property::INVALID_INDEX );
+ Toolkit::SetMotionStretchProperties(actor);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uGeometryStretchFactor") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uSpeedScalingFactor") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeStart") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeEnd") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uAlphaScale") != Property::INVALID_INDEX);
+ DALI_TEST_CHECK(actor.GetPropertyIndex("uModelLastFrame") != Property::INVALID_INDEX);
END_TEST;
}