}\n
);
+const char* fragmentShaderPrefix( "#extension GL_OES_EGL_image_external:require\n" );
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying mediump vec2 vTexCoord;\n
- uniform sampler2D sTexture;\n
+ uniform samplerExternalOES sTexture;\n
uniform lowp vec4 uColor;\n
\n
void main()\n
VideoView videoView = VideoView::New();
DALI_TEST_CHECK( videoView );
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = true;
+
+ videoView.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ bool isUnderlay = videoView.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( !isUnderlay );
+
Stage::GetCurrent().Add( videoView );
videoView.SetProperty( VideoView::Property::VIDEO, "testvideo" );
END_TEST;
}
+
+int UtcDaliVideoViewPropertyUnderlay(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliVideoViewPropertyUnderlay");
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = true;
+
+ VideoView view = VideoView::New();
+ DALI_TEST_CHECK( view );
+
+ Stage::GetCurrent().Add( view );
+ view.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ bool isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( isUnderlay );
+
+ view.Play();
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( !isUnderlay );
+
+ view.Play();
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, true );
+ isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( isUnderlay );
+
+ // If platform api doesn't provide any API or feature for decoded images of video,
+ // UNDERLAY should be true
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = false;
+
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( isUnderlay );
+
+ // For coverage
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = true;
+
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, true );
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( !isUnderlay );
+
+ view.Stop();
+
+ END_TEST;
+}
+
+int UtcDaliVideoViewPropertyPlayPosition(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliVideoViewPropertyPlayPosition");
+
+ VideoView view = VideoView::New();
+ DALI_TEST_CHECK( view );
+
+ Stage::GetCurrent().Add( view );
+ view.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ int playPos = view.GetProperty( Toolkit::VideoView::Property::PLAY_POSITION ).Get< int >();
+ DALI_TEST_CHECK( playPos == 0 );
+
+ view.SetProperty( Toolkit::VideoView::Property::PLAY_POSITION, 10 );
+ playPos = view.GetProperty( Toolkit::VideoView::Property::PLAY_POSITION ).Get< int >();
+ // Actually setting play position will be async
+ // Actual platform result may be different.
+ DALI_TEST_CHECK( playPos == 10 );
+
+ END_TEST;
+}
+
+// For coverage.
+int UtcDaliVideoViewNew2(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliVideoViewNew2");
+
+ VideoView view = VideoView::New( true );
+ DALI_TEST_CHECK( view );
+
+ Stage::GetCurrent().Add( view );
+ view.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ VideoView view2 = VideoView::New( "", false );
+ DALI_TEST_CHECK( view2 );
+
+ Stage::GetCurrent().Add( view2 );
+ view2.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
+int UtcDaliVideoViewPropertyDisplayMode(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliVideoViewPropertyDisplayMode");
+
+ VideoView view = VideoView::New();
+ DALI_TEST_CHECK( view );
+
+ Stage::GetCurrent().Add( view );
+ view.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ view.SetProperty( Toolkit::VideoView::Property::DISPLAY_MODE, Toolkit::VideoView::DisplayMode::DST_ROI );
+ int displayMode = view.GetProperty( Toolkit::VideoView::Property::DISPLAY_MODE ).Get< int >();
+ DALI_TEST_CHECK( displayMode == Toolkit::VideoView::DisplayMode::DST_ROI );
+
+ END_TEST;
+}
+
+
+int UtcDaliVideoViewCustomShader(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "VideoView with custom shader" );
+
+ VideoView view = VideoView::New();
+ DALI_TEST_CHECK( view );
+
+ ToolkitApplication::DECODED_IMAGES_SUPPORTED = true;
+
+ view.SetProperty( Toolkit::VideoView::Property::UNDERLAY, false );
+ bool isUnderlay = view.GetProperty( Toolkit::VideoView::Property::UNDERLAY ).Get< bool >();
+ DALI_TEST_CHECK( !isUnderlay );
+
+ Stage::GetCurrent().Add( view );
+ view.SetProperty( VideoView::Property::VIDEO, "testvideo" );
+
+ /* insert custom shader */
+ Property::Map customShader;
+ std::string fragmentShaderString;
+ fragmentShaderString.reserve( strlen( fragmentShaderPrefix ) + strlen( FRAGMENT_SHADER ) );
+ fragmentShaderString.append( fragmentShaderPrefix );
+ fragmentShaderString.append( FRAGMENT_SHADER );
+ customShader.Insert( "vertexShader", VERTEX_SHADER );
+ customShader.Insert( "fragmentShader", fragmentShaderString );
+
+ Property::Map map;
+ map.Insert( "shader", customShader );
+
+ view.SetProperty( VideoView::Property::VIDEO, map );
+
+ /* do render for check custom shader */
+ Stage::GetCurrent().Add( view );
+ view.Play();
+
+ application.SendNotification();
+ application.Render();
+
+ /* get renderer */
+ DALI_TEST_CHECK( view.GetRendererCount() == 1u );
+ Renderer renderer = view.GetRendererAt( 0 );
+ Shader shader = renderer.GetShader();
+ DALI_TEST_CHECK( shader );
+
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ Property::Map* shaderMap = value.GetMap();
+ DALI_TEST_CHECK( shaderMap );
+
+ Property::Value* fragment = shaderMap->Find( "fragment" ); // fragment key name from shader-impl.cpp
+ DALI_TEST_EQUALS( fragmentShaderString, fragment->Get<std::string>(), TEST_LOCATION );
+
+ Property::Value* vertex = shaderMap->Find( "vertex" ); // vertex key name from shader-impl.cpp
+ DALI_TEST_EQUALS( VERTEX_SHADER, vertex->Get<std::string>(), TEST_LOCATION );
+
+ END_TEST;
+}