/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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-test-suite-utils.h>
#include <dali.h>
#include <dali/devel-api/object/handle-devel.h>
+#include <dali/devel-api/rendering/renderer-devel.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/visual-factory/transition-data.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include "dummy-control.h"
using namespace Dali;
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION);
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, PrimitiveVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION);
END_TEST;
}
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector2>(sizeIndex), Vector2(10.0f, 10.0f), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(10.0f, 10.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(10.0f, 10.0f), TEST_LOCATION);
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(60.0f, 60.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(60.0f, 60.0f), TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(110.0f, 110.0f), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(110.0f, 110.0f), TEST_LOCATION );
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 0.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::BLEND_MODE), (int)BlendMode::ON, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.5f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
application.Render(501); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::AUTO, TEST_LOCATION );
+ application.Render();
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::AUTO, TEST_LOCATION );
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
// Note, This should be testing for AUTO
// this is the same problem as C# target value being set before Play is called.
// @todo How was this solved?
DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::BLEND_MODE), (int)BlendMode::ON, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.5f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector3>(mixColorIdx), Vector3(Color::RED), 0.001, TEST_LOCATION);
- DALI_TEST_EQUALS(renderer.GetProperty<float>(opacityIdx), 1.0f, 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001, TEST_LOCATION);
END_TEST;
}
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector3>(mixColorIdx), Vector3(Color::RED), 0.001, TEST_LOCATION);
- DALI_TEST_EQUALS(renderer.GetProperty<float>(opacityIdx), 1.0f, 0.001, TEST_LOCATION);
+ DALI_TEST_EQUALS(renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 1.0f, 0.001, TEST_LOCATION);
END_TEST;
}