#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/texture-set.h>
#include <dali/public-api/rendering/shader.h>
+#include <dali/devel-api/images/nine-patch-image.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/dali-toolkit.h>
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( static_cast<BlendMode::Type>(blendMode), BlendMode::ON, TEST_LOCATION );
TestGlAbstraction& gl = application.GetGlAbstraction();
application.Render(0);
int blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::AUTO, TEST_LOCATION );
+ DALI_TEST_EQUALS( static_cast<BlendMode::Type>(blendMode), BlendMode::AUTO, TEST_LOCATION );
Vector4 actualColor(Vector4::ZERO);
DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "borderColor", actualColor ) );
application.SendNotification();
application.Render(0);
blendMode = actor.GetRendererAt(0u).GetProperty<int>( Renderer::Property::BLEND_MODE );
- DALI_TEST_EQUALS( static_cast<BlendingMode::Type>(blendMode), BlendingMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( static_cast<BlendMode::Type>(blendMode), BlendMode::ON, TEST_LOCATION );
END_TEST;
}
application.SendNotification();
application.Render();
+ // renderer is not added to actor until the rasterization is completed.
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
+ EventThreadCallback* eventTrigger = EventThreadCallback::Get();
+ CallbackBase* callback = eventTrigger->GetCallback();
+
+ eventTrigger->WaitingForTrigger( 1 );// waiting until the svg image is rasterized.
+ CallbackBase::Execute( *callback );
+
+ // renderer is added to actor
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
+ // waiting for the resource uploading
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( textureTrace.FindMethod("BindTexture"), true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliVisualFactoryGetSvgVisualLarge(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualFactoryGetSvgVisual: Request svg visual with a svg url" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Visual::Base visual = factory.CreateVisual( TEST_SVG_FILE_NAME, ImageDimensions( 2000, 2000 ) );
+ DALI_TEST_CHECK( visual );
+
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add( actor );
+ visual.SetOnStage( actor );
+ application.SendNotification();
+ application.Render();
+
+ // renderer is not added to actor until the rasterization is completed.
+ DALI_TEST_CHECK( actor.GetRendererCount() == 0u );
+
EventThreadCallback* eventTrigger = EventThreadCallback::Get();
CallbackBase* callback = eventTrigger->GetCallback();
eventTrigger->WaitingForTrigger( 1 );// waiting until the svg image is rasterized.
CallbackBase::Execute( *callback );
+ // renderer is added to actor
DALI_TEST_CHECK( actor.GetRendererCount() == 1u );
// waiting for the resource uploading