/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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/public-api/rendering/renderer.h>
#include <dali/devel-api/adaptor-framework/clipboard.h>
#include <dali/devel-api/adaptor-framework/key-devel.h>
+#include <dali/devel-api/text-abstraction/font-client.h>
#include <dali/integration-api/events/key-event-integ.h>
#include <dali/integration-api/events/touch-event-integ.h>
-#include <dali/integration-api/events/tap-gesture-event.h>
-#include <dali/integration-api/events/pan-gesture-event.h>
-#include <dali/integration-api/events/long-press-gesture-event.h>
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/text-controls/text-editor-devel.h>
const char* const PROPERTY_NAME_MATCH_SYSTEM_LANGUAGE_DIRECTION = "matchSystemLanguageDirection";
-const int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
-
const Vector4 PLACEHOLDER_TEXT_COLOR( 0.8f, 0.8f, 0.8f, 0.8f );
const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color.
-const unsigned int CURSOR_BLINK_INTERVAL = 500u; // Cursor blink interval
-const float TO_MILLISECONDS = 1000.f;
-const float TO_SECONDS = 1.f / TO_MILLISECONDS;
const float RENDER_FRAME_INTERVAL = 16.66f;
-const float SCROLL_THRESHOLD = 10.f;
-const float SCROLL_SPEED = 300.f;
-
const unsigned int DEFAULT_FONT_SIZE = 1152u;
const std::string DEFAULT_FONT_DIR( "/resources/fonts" );
gInputStyleMask = mask;
}
-// Generate a TapGestureEvent to send to Core.
-Integration::TapGestureEvent GenerateTap(
- Gesture::State state,
- unsigned int numberOfTaps,
- unsigned int numberOfTouches,
- Vector2 point)
-{
- Integration::TapGestureEvent tap( state );
-
- tap.numberOfTaps = numberOfTaps;
- tap.numberOfTouches = numberOfTouches;
- tap.point = point;
-
- return tap;
-}
-
-Integration::LongPressGestureEvent GenerateLongPress(
- Gesture::State state,
- unsigned int numberOfTouches,
- Vector2 point)
-{
- Integration::LongPressGestureEvent longPress( state );
-
- longPress.numberOfTouches = numberOfTouches;
- longPress.point = point;
- return longPress;
-}
-
-// Generate a PanGestureEvent to send to Core
-Integration::PanGestureEvent GeneratePan( Gesture::State state,
- const Vector2& previousPosition,
- const Vector2& currentPosition,
- unsigned long timeDelta,
- unsigned int numberOfTouches = 1u )
-{
- Integration::PanGestureEvent pan(state);
-
- pan.previousPosition = previousPosition;
- pan.currentPosition = currentPosition;
- pan.timeDelta = timeDelta;
- pan.numberOfTouches = numberOfTouches;
-
- return pan;
-}
-
// Generate a KeyEvent to send to Core.
Integration::KeyEvent GenerateKey( const std::string& keyName,
const std::string& logicalKey,
deviceSubclass );
}
-/**
- * Helper to generate PanGestureEvent
- *
- * @param[in] application Application instance
- * @param[in] state The Gesture State
- * @param[in] pos The current position of touch.
- */
-static void SendPan(ToolkitTestApplication& application, Gesture::State state, const Vector2& pos)
-{
- static Vector2 last;
-
- if( (state == Gesture::Started) ||
- (state == Gesture::Possible) )
- {
- last.x = pos.x;
- last.y = pos.y;
- }
-
- application.ProcessEvent( GeneratePan( state, last, pos, 16 ) );
-
- last.x = pos.x;
- last.y = pos.y;
-}
-
-/*
- * Simulate time passed by.
- *
- * @note this will always process at least 1 frame (1/60 sec)
- *
- * @param application Test application instance
- * @param duration Time to pass in milliseconds.
- * @return The actual time passed in milliseconds
- */
-static int Wait(ToolkitTestApplication& application, int duration = 0)
-{
- int time = 0;
-
- for(int i = 0; i <= ( duration / RENDER_FRAME_INTERVAL); i++)
- {
- application.SendNotification();
- application.Render(RENDER_FRAME_INTERVAL);
- time += RENDER_FRAME_INTERVAL;
- }
-
- return time;
-}
-
Dali::Integration::Point GetPointDownInside( Vector2& pos )
{
Dali::Integration::Point point;
Property::Map underlineMapSet;
Property::Map underlineMapGet;
- underlineMapSet.Insert( "enable", "true" );
- underlineMapSet.Insert( "color", "red" );
- underlineMapSet.Insert( "height", "1" );
+ underlineMapSet.Insert( "enable", true );
+ underlineMapSet.Insert( "color", Color::RED );
+ underlineMapSet.Insert( "height", 1 );
editor.SetProperty( TextEditor::Property::UNDERLINE, underlineMapSet );
int utcDaliTextEditorInputStyleChanged01(void)
{
- ToolkitTestApplication application;
- tet_infoline(" utcDaliTextEditorInputStyleChanged01");
-
// The text-editor emits signals when the input style changes. These changes of style are
// detected during the relayout process (size negotiation), i.e after the cursor has been moved. Signals
// can't be emitted during the size negotiation as the callbacks may update the UI.
// The text-editor adds an idle callback to the adaptor to emit the signals after the size negotiation.
- // This creates an implementation of the adaptor stub and a queue of idle callbacks.
- application.CreateAdaptor();
+ // The ToolkitTestApplication creates an implementation of the adaptor stub and a queue of idle callbacks.
+ ToolkitTestApplication application;
+ tet_infoline(" utcDaliTextEditorInputStyleChanged01");
// Load some fonts.
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 18.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 18.f, 25.f ) ) );
+ TestGenerateTap( application, 18.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 30.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 30.f, 25.f ) ) );
+ TestGenerateTap( application, 30.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 43.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 43.f, 25.f ) ) );
+ TestGenerateTap( application, 43.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 88.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 88.f, 25.f ) ) );
+ TestGenerateTap( application, 88.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 115.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 115.f, 25.f ) ) );
+ TestGenerateTap( application, 115.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 164.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 164.f, 25.f ) ) );
+ TestGenerateTap( application, 164.0f, 25.0f );
// Render and notify
application.SendNotification();
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 191.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 191.f, 25.f ) ) );
+ TestGenerateTap( application, 191.0f, 25.0f );
// Render and notify
application.SendNotification();
int utcDaliTextEditorInputStyleChanged02(void)
{
- ToolkitTestApplication application;
- tet_infoline(" utcDaliTextEditorInputStyleChanged02");
-
// The text-editor emits signals when the input style changes. These changes of style are
// detected during the relayout process (size negotiation), i.e after the cursor has been moved. Signals
// can't be emitted during the size negotiation as the callbacks may update the UI.
// The text-editor adds an idle callback to the adaptor to emit the signals after the size negotiation.
- // This creates an implementation of the adaptor stub and a queue of idle callbacks.
- application.CreateAdaptor();
+ // The ToolkitTestApplication creates an implementation of the adaptor stub and a queue of idle callbacks.
+ ToolkitTestApplication application;
+ tet_infoline(" utcDaliTextEditorInputStyleChanged02");
// Load some fonts.
inputStyleChangedSignal = false;
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 53.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 53.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Possible, 2u, 1u, Vector2( 53.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 2u, 1u, Vector2( 53.f, 25.f ) ) );
+ TestGenerateTap( application, 53.0f, 25.0f, 100 );
+ TestGenerateTap( application, 53.0f, 25.0f, 200 );
// Render and notify
application.SendNotification();
DALI_TEST_CHECK( !inputStyleChangedSignal );
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 63.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 63.f, 25.f ) ) );
+ TestGenerateTap( application, 63.0f, 25.0f, 900 );
// Render and notify
application.SendNotification();
editor.SetProperty( TextEditor::Property::FONT_STYLE, fontStyleMapSet );
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 30.f, 25.f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 30.f, 25.f ) ) );
+ TestGenerateTap( application, 30.0f, 25.0f, 1500 );
// Render and notify
application.SendNotification();
DALI_TEST_EQUALS( editor.GetProperty<std::string>( TextEditor::Property::TEXT ), std::string(""), TEST_LOCATION );
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
+ TestGenerateTap( application, 150.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Create a tap event on the second text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 125.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 150.0f, 125.0f ) ) );
+ TestGenerateTap( application, 150.0f, 125.0f );
// Render and notify
application.SendNotification();
Actor stencil = editor.GetChildAt( 0u );
// Create a tap event to touch the text editor.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
+ TestGenerateTap( application, 150.0f, 25.0f, 100 );
// Render and notify
application.SendNotification();
// Send some taps and check the cursor positions.
// Try to tap at the beginning.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 1.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 1.f, 25.0f ) ) );
+ TestGenerateTap( application, 1.0f, 25.0f, 700 );
// Render and notify
application.SendNotification();
DALI_TEST_EQUALS( position2, position4, TEST_LOCATION ); // Should be in the same position2.
// Tap away from the start position.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 16.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 16.0f, 25.0f ) ) );
+ TestGenerateTap( application, 16.0f, 25.0f, 1400 );
// Render and notify
application.SendNotification();
// Send some taps and check text controller with clipboard window
Dali::Clipboard clipboard = Clipboard::Get();
clipboard.ShowClipboard();
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 100 );
clipboard.HideClipboard();
// Render and notify
application.Render();
// Tap first to get the focus.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 1000 );
// Render and notify
application.SendNotification();
application.Render();
// Double tap to select a word.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 2u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 2u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 1100 );
// Render and notify
application.SendNotification();
}
// Double tap out of bounds
- application.ProcessEvent( GenerateTap( Gesture::Possible, 2u, 1u, Vector2( 29.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 2u, 1u, Vector2( 29.f, 25.0f ) ) );
+ TestGenerateTap( application, 29.0f, 25.0f, 1700 );
+ TestGenerateTap( application, 29.0f, 25.0f, 1800 );
// Render and notify
application.SendNotification();
}
// Long Press
- application.ProcessEvent( GenerateLongPress( Gesture::Possible, 1u, Vector2( 1.f, 25.0f ) ) );
- application.ProcessEvent( GenerateLongPress( Gesture::Started, 1u, Vector2( 1.f, 25.0f ) ) );
+ TestGenerateLongPress(application, 1.0f, 25.0f);
// Render and notify
application.SendNotification();
application.Render();
// Tap on the text editor
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Tap on the text editor
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Tap on the text editor
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Tap on the text editor
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Tap on the text editor
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f );
// Render and notify
application.SendNotification();
application.Render();
// Tap first to get the focus.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 100 );
// Render and notify
application.SendNotification();
application.Render();
// Tap to create the grab handle.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 700 );
// Render and notify
application.SendNotification();
application.SendNotification();
application.Render();
- // drag grab handle right
- SendPan(application, Gesture::Possible, touchPos);
- SendPan(application, Gesture::Started, touchPos);
- touchPos.x += 5.0f;
- Wait(application, 100);
-
- for(int i = 0;i<20;i++)
- {
- SendPan(application, Gesture::Continuing, touchPos);
- touchPos.x += 5.0f;
- Wait(application);
- }
-
- SendPan(application, Gesture::Finished, touchPos);
- Wait(application);
-
// Release the grab handle.
event = Dali::Integration::TouchEvent();
event.AddPoint( GetPointUpInside( touchPos ) );
application.Render();
// Tap first to get the focus.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 1400 );
// Render and notify
application.SendNotification();
application.Render();
// Double tap to select a word and create the selection handles.
- application.ProcessEvent( GenerateTap( Gesture::Possible, 2u, 1u, Vector2( 3.f, 25.0f ) ) );
- application.ProcessEvent( GenerateTap( Gesture::Started, 2u, 1u, Vector2( 3.f, 25.0f ) ) );
+ TestGenerateTap( application, 3.0f, 25.0f, 1500 );
// Render and notify
application.SendNotification();
application.SendNotification();
application.Render();
- // drag the left selection handle right
- SendPan(application, Gesture::Possible, touchPos);
- SendPan(application, Gesture::Started, touchPos);
- touchPos.x += 5.0f;
- Wait(application, 100);
-
- for(int i = 0;i<20;i++)
- {
- SendPan(application, Gesture::Continuing, touchPos);
- touchPos.x += 5.0f;
- Wait(application);
- }
-
- SendPan(application, Gesture::Finished, touchPos);
- Wait(application);
-
// Release the left selection handle.
event = Dali::Integration::TouchEvent();
event.AddPoint( GetPointUpInside( touchPos ) );
// Check the input underline property
Property::Map underlineMapSet;
Property::Map underlineMapGet;
- underlineMapSet.Insert( "enable", "true" );
- underlineMapSet.Insert( "color", "blue" );
- underlineMapSet.Insert( "height", "2" );
+ underlineMapSet.Insert( "enable", true );
+ underlineMapSet.Insert( "color", Color::BLUE );
+ underlineMapSet.Insert( "height", 2 );
editor.SetProperty( TextEditor::Property::UNDERLINE, underlineMapSet );
underlineMapGet = editor.GetProperty<Property::Map>( TextEditor::Property::UNDERLINE );