#include <iostream>
#include <stdlib.h>
+#include <dali/devel-api/rendering/renderer.h>
#include <dali/integration-api/events/key-event-integ.h>
#include <dali/integration-api/events/tap-gesture-event.h>
#include <dali-toolkit-test-suite-utils.h>
const char* const PROPERTY_NAME_DECORATION_BOUNDING_BOX = "decoration-bounding-box";
const char* const PROPERTY_NAME_INPUT_METHOD_SETTINGS = "input-method-settings";
-const unsigned int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
+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( (0xb2 / 255.0f), (0xeb / 255.0f), (0xf2 / 255.0f), 0.5f ); // The text highlight color.
+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;
DALI_TEST_CHECK( field );
// Check defaults.
- DALI_TEST_EQUALS( field.GetProperty<unsigned int>( TextField::Property::RENDERING_BACKEND ), DEFAULT_RENDERING_BACKEND, TEST_LOCATION );
+ DALI_TEST_EQUALS( field.GetProperty<int>( TextField::Property::RENDERING_BACKEND ), DEFAULT_RENDERING_BACKEND, TEST_LOCATION );
DALI_TEST_EQUALS( field.GetProperty<std::string>( TextField::Property::TEXT ), std::string(""), TEST_LOCATION );
DALI_TEST_EQUALS( field.GetProperty<std::string>( TextField::Property::PLACEHOLDER_TEXT ), std::string(""), TEST_LOCATION );
DALI_TEST_EQUALS( field.GetProperty<std::string>( TextField::Property::PLACEHOLDER_TEXT_FOCUSED ), std::string(""), TEST_LOCATION );
DALI_TEST_EQUALS( field.GetProperty<Vector4>( TextField::Property::SELECTION_HIGHLIGHT_COLOR ), LIGHT_BLUE, TEST_LOCATION );
// Check the render backend property.
- field.SetProperty( TextField::Property::RENDERING_BACKEND, Text::RENDERING_BASIC );
- DALI_TEST_EQUALS( field.GetProperty<unsigned int>( TextField::Property::RENDERING_BACKEND ), Text::RENDERING_BASIC, TEST_LOCATION );
+ field.SetProperty( TextField::Property::RENDERING_BACKEND, Text::RENDERING_SHARED_ATLAS );
+ DALI_TEST_EQUALS( field.GetProperty<int>( TextField::Property::RENDERING_BACKEND ), Text::RENDERING_SHARED_ATLAS, TEST_LOCATION );
// Check text property.
field.SetProperty( TextField::Property::TEXT, "Setting Text" );
END_TEST;
}
-// Positive Basic Text Renderer test
-int utcDaliTextFieldBasicRenderP(void)
-{
- ToolkitTestApplication application;
- tet_infoline("UtcDaliToolkitTextFieldBasicRenderP");
- TextField field = TextField::New();
- DALI_TEST_CHECK( field );
-
- field.SetProperty( TextField::Property::HORIZONTAL_ALIGNMENT, "BEGIN" );
-
- application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
-
- Stage::GetCurrent().Add( field );
-
- try
- {
- // Render some text with the basic backend
- field.SetProperty( TextField::Property::RENDERING_BACKEND, Text::RENDERING_BASIC );
- application.SendNotification();
- application.Render();
- }
- catch( ... )
- {
- tet_result(TET_FAIL);
- }
- END_TEST;
-}
-
// Positive Atlas Text Renderer test
int utcDaliTextFieldAtlasRenderP(void)
{
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- RenderableActor renderer = RenderableActor::DownCast( offscreenRoot.GetChildAt( 1u ) );
+ Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
DALI_TEST_CHECK( renderer );
// Move the cursor and check the position changes.
// Cursor position should be the same than position2.
Vector3 position6 = cursor.GetCurrentPosition();
- DALI_TEST_EQUALS( Vector3( 0.f, position2.y, position2.z ), position6, TEST_LOCATION ); // TODO Should be in the same position2.
+ DALI_TEST_EQUALS( position2, position6, TEST_LOCATION );// Should be in the same position2.
// Should not be renderer.
DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor only.
CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
DALI_TEST_CHECK( camera );
- RenderableActor renderer = RenderableActor::DownCast( offscreenRoot.GetChildAt( 1u ) );
+ Renderer renderer = offscreenRoot.GetChildAt( 1u ).GetRendererAt( 0u );
DALI_TEST_CHECK( renderer );
- MeshActor highlight = MeshActor::DownCast( offscreenRoot.GetChildAt( 2u ) );
+ Renderer highlight = offscreenRoot.GetChildAt( 2u ).GetRendererAt( 0u );
DALI_TEST_CHECK( highlight );
END_TEST;