X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Actor.cpp;h=4794369ee33744e016b3703c10a25cb0046fce84;hb=462cbee2270984cdca45488f3733d664dcf49187;hp=9599c0ca420942912a14e37c4b09cc518f37893d;hpb=51322ee06c00e4658b4875c49068e06058870dad;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/automated-tests/src/dali/utc-Dali-Actor.cpp b/automated-tests/src/dali/utc-Dali-Actor.cpp index 9599c0c..4794369 100644 --- a/automated-tests/src/dali/utc-Dali-Actor.cpp +++ b/automated-tests/src/dali/utc-Dali-Actor.cpp @@ -20,6 +20,7 @@ #include #include // For FLT_MAX #include +#include #include #include #include @@ -177,6 +178,58 @@ void OnRelayoutCallback( Actor actor ) gActorNamesRelayout.push_back( actor.GetName() ); } +struct VisibilityChangedFunctorData +{ + VisibilityChangedFunctorData() + : actor(), + visible( false ), + type( DevelActor::VisibilityChange::SELF ), + called( false ) + { + } + + void Reset() + { + actor.Reset(); + visible = false; + type = DevelActor::VisibilityChange::SELF; + called = false; + } + + void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location ) + { + DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( actor, compareActor, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( visible, compareVisible, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( (int)type, (int)compareType, TEST_INNER_LOCATION( location ) ); + } + + void Check( bool compareCalled, const std::string& location ) + { + DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) ); + } + + Actor actor; + bool visible; + DevelActor::VisibilityChange::Type type; + bool called; +}; + +struct VisibilityChangedFunctor +{ + VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { } + + void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type ) + { + data.actor = actor; + data.visible = visible; + data.type = type; + data.called = true; + } + + VisibilityChangedFunctorData& data; +}; + } // anonymous namespace @@ -755,6 +808,9 @@ int UtcDaliActorSetSize01(void) // Immediately retrieve the size after setting Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION ); // Flush the queue and render once application.SendNotification(); @@ -765,6 +821,16 @@ int UtcDaliActorSetSize01(void) currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.width, actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.height, actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.depth, actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), TEST_LOCATION ); + + // Check async behaviour + currentSize = DevelHandle::GetCurrentProperty( actor, Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.width, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_WIDTH ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.height, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_HEIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.depth, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SIZE_DEPTH ), TEST_LOCATION ); // Change the resize policy and check whether the size stays the same actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); @@ -1247,28 +1313,46 @@ int UtcDaliActorSetPositionProperties(void) DALI_TEST_CHECK(vector != actor.GetCurrentPosition()); actor.SetProperty( Actor::Property::POSITION_X, vector.x ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), TEST_LOCATION ); actor.SetProperty( Actor::Property::POSITION_Y, vector.y ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_Y ), TEST_LOCATION ); actor.SetProperty( Actor::Property::POSITION_Z, vector.z ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.z, actor.GetCurrentPosition().z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ).z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_Z ), TEST_LOCATION ); END_TEST; } @@ -1521,12 +1605,15 @@ int UtcDaliActorSetOrientationProperty(void) Actor actor = Actor::New(); actor.SetProperty( Actor::Property::ORIENTATION, rotation ); + DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, DevelHandle::GetCurrentProperty< Quaternion >( actor, Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); END_TEST; } @@ -1722,28 +1809,40 @@ int UtcDaliActorSetScaleIndividual(void) DALI_TEST_CHECK(vector != actor.GetCurrentScale()); actor.SetProperty( Actor::Property::SCALE_X, vector.x ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), TEST_LOCATION ); actor.SetProperty( Actor::Property::SCALE_Y, vector.y ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.y, actor.GetCurrentScale().y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::SCALE_Y ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), TEST_LOCATION ); actor.SetProperty( Actor::Property::SCALE_Z, vector.z ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.z, actor.GetCurrentScale().z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, actor.GetProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), TEST_LOCATION ); + + DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector, DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::SCALE ), TEST_LOCATION ); END_TEST; } @@ -2022,39 +2121,56 @@ int UtcDaliActorSetColorIndividual(void) DALI_TEST_CHECK(vector != actor.GetCurrentColor()); actor.SetProperty( Actor::Property::COLOR_RED, vector.r ); + DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.r, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), TEST_LOCATION ); actor.SetProperty( Actor::Property::COLOR_GREEN, vector.g ); + DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.g, actor.GetCurrentColor().g, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.g, actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.g, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), TEST_LOCATION ); actor.SetProperty( Actor::Property::COLOR_BLUE, vector.b ); + DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.b, actor.GetCurrentColor().b, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.b, actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.b, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), TEST_LOCATION ); + actor.SetProperty( Actor::Property::COLOR_ALPHA, vector.a ); + DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.a, actor.GetCurrentColor().a, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.a, actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.a, DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), TEST_LOCATION ); + + DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector, DevelHandle::GetCurrentProperty< Vector4 >( actor, Actor::Property::COLOR ), TEST_LOCATION ); actor.SetProperty( DevelActor::Property::OPACITY, 0.2f ); + // flush the queue and render once application.SendNotification(); application.Render(); @@ -2367,9 +2483,9 @@ int UtcDaliActorTouchedSignal(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + application.ProcessEvent( touchEvent ); DALI_TEST_CHECK( gTouchCallBackCalled == true ); END_TEST; @@ -2397,9 +2513,9 @@ int UtcDaliActorHoveredSignal(void) point.SetDeviceId( 1 ); point.SetState( PointState::MOTION ); point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); - Dali::Integration::HoverEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::HoverEvent hoverEvent; + hoverEvent.AddPoint( point ); + application.ProcessEvent( hoverEvent ); DALI_TEST_CHECK( gHoverCallBackCalled == true ); END_TEST; @@ -3743,17 +3859,33 @@ int UtcDaliActorRemoveRendererP1(void) DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); - Geometry geometry = CreateQuadGeometry(); - Shader shader = CreateShader(); - Renderer renderer = Renderer::New(geometry, shader); + { + Geometry geometry = CreateQuadGeometry(); + Shader shader = CreateShader(); + Renderer renderer = Renderer::New(geometry, shader); - actor.AddRenderer( renderer ); - DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); + actor.AddRenderer( renderer ); + DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); - actor.RemoveRenderer(renderer); - DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + application.SendNotification(); + application.Render(); + } + + { + Renderer renderer = actor.GetRendererAt(0); + actor.RemoveRenderer(renderer); + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + application.SendNotification(); + application.Render(); + } + + // Call one final time to ensure that the renderer is actually removed after + // the handle goes out of scope, and excercises the deletion code path in + // scene graph and render. + application.SendNotification(); + application.Render(); END_TEST; } @@ -3772,13 +3904,19 @@ int UtcDaliActorRemoveRendererP2(void) Renderer renderer = Renderer::New(geometry, shader); actor.AddRenderer( renderer ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); actor.RemoveRenderer(0); - DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + // Shut down whilst holding onto the renderer handle. END_TEST; } @@ -4181,10 +4319,10 @@ int UtcDaliActorRaiseLower(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4201,13 +4339,15 @@ int UtcDaliActorRaiseLower(void) value.Get( preActorOrder ); DevelActor::Raise( actorB ); + // Ensure sort order is calculated before next touch event + application.SendNotification(); value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); value.Get( postActorOrder ); tet_printf( "Raised ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, true , TEST_LOCATION ); @@ -4221,13 +4361,14 @@ int UtcDaliActorRaiseLower(void) value.Get( preActorOrder ); DevelActor::Lower( actorB ); + application.SendNotification(); // ensure sort order calculated before next touch event value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); value.Get( postActorOrder ); tet_printf( "Lowered ActorB from (%d) to (%d) \n", preActorOrder, postActorOrder ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false , TEST_LOCATION ); @@ -4333,10 +4474,10 @@ int UtcDaliActorRaiseToTopLowerToBottom(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4347,8 +4488,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void) tet_printf( "RaiseToTop ActorA\n" ); DevelActor::RaiseToTop( actorA ); + application.SendNotification(); // ensure sorting order is calculated before next touch event - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4377,8 +4519,9 @@ int UtcDaliActorRaiseToTopLowerToBottom(void) tet_printf( "RaiseToTop ActorB\n" ); DevelActor::RaiseToTop( actorB ); + application.SendNotification(); // Ensure sort order is calculated before next touch event - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4414,7 +4557,7 @@ int UtcDaliActorRaiseToTopLowerToBottom(void) application.SendNotification(); application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4496,10 +4639,10 @@ int UtcDaliActorRaiseAbove(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4510,8 +4653,10 @@ int UtcDaliActorRaiseAbove(void) tet_printf( "Raise actor B Above Actor C\n" ); DevelActor::RaiseAbove( actorB, actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); @@ -4523,7 +4668,10 @@ int UtcDaliActorRaiseAbove(void) DevelActor::RaiseAbove( actorA, actorB ); - application.ProcessEvent( event ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); // process a touch event on ordered actors. DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4632,12 +4780,12 @@ int UtcDaliActorLowerBelow(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); tet_infoline( "UtcDaliActor Test Set up completed \n" ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4648,11 +4796,11 @@ int UtcDaliActorLowerBelow(void) tet_printf( "Lower actor C below Actor B ( actor B and A on same level due to insertion order) so C is below both \n" ); DevelActor::LowerBelow( actorC, actorB ); - + // Ensure sorting happens at end of Core::ProcessEvents() before next touch application.SendNotification(); application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); // touch event glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4681,11 +4829,11 @@ int UtcDaliActorLowerBelow(void) tet_printf( "Lower actor B below Actor C leaving A on top\n" ); DevelActor::LowerBelow( actorB, actorC ); - + // Ensure sorting happens at end of Core::ProcessEvents() before next touch application.SendNotification(); application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4711,11 +4859,11 @@ int UtcDaliActorLowerBelow(void) tet_printf( "Lower actor A below Actor C leaving C on top\n" ); DevelActor::LowerBelow( actorA, actorC ); - + // Ensure sorting happens at end of Core::ProcessEvents() before next touch application.SendNotification(); application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); glAbstraction.ResetSetUniformCallStack(); glSetUniformStack = glAbstraction.GetSetUniformTrace(); @@ -4772,6 +4920,7 @@ int UtcDaliActorMaxSiblingOrder(void) Actor sibling = parent.GetChildAt( 5 ); DevelActor::RaiseToTop( sibling ); + // Ensure sorting happens at end of Core::ProcessEvents() application.SendNotification(); application.Render(); @@ -4862,10 +5011,10 @@ int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4876,8 +5025,10 @@ int UtcDaliActorRaiseAboveLowerBelowDifferentParentsN(void) tet_printf( "Raise actor A Above Actor C which have different parents\n" ); DevelActor::RaiseAbove( actorA, actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); // touch event DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -4937,14 +5088,16 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); tet_printf( "Raise actor A Above Actor C which have no parents\n" ); DevelActor::RaiseAbove( actorA, actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so RaiseAbove should show no effect\n" ); @@ -4955,13 +5108,14 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) ResetTouchCallbacks(); stage.Add ( actorB ); + tet_printf( "Lower actor A below Actor C when only A is not on stage \n" ); + DevelActor::LowerBelow( actorA, actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch application.SendNotification(); application.Render(); - tet_printf( "Lower actor A below Actor C when only A is not on stage \n" ); - DevelActor::LowerBelow( actorA, actorC ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Actor A not parented so LowerBelow should show no effect\n" ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); @@ -4978,7 +5132,10 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) tet_printf( "Raise actor B Above Actor C when only B has a parent\n" ); DevelActor::RaiseAbove( actorB, actorC ); - application.ProcessEvent( event ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); tet_printf( "C not parented so RaiseAbove should show no effect\n" ); DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); @@ -4989,7 +5146,10 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) tet_printf( "Lower actor A below Actor C when only A has a parent\n" ); DevelActor::LowerBelow( actorA, actorC ); - application.ProcessEvent( event ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); tet_printf( "C not parented so LowerBelow should show no effect\n" ); DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); @@ -4999,12 +5159,12 @@ int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) ResetTouchCallbacks(); stage.Add ( actorC ); - + DevelActor::RaiseAbove( actorA, actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch application.SendNotification(); application.Render(); - DevelActor::RaiseAbove( actorA, actorC ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Raise actor A Above Actor C, now both have same parent \n" ); DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); @@ -5056,19 +5216,17 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); stage.Add ( actorA ); + tet_printf( "Raise actor B Above Actor C but B not parented\n" ); + DevelActor::Raise( actorB ); application.SendNotification(); application.Render(); - tet_printf( "Raise actor B Above Actor C but B not parented\n" ); - - DevelActor::Raise( actorB ); - - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so RaiseAbove should show no effect\n" ); @@ -5080,8 +5238,11 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void) ResetTouchCallbacks(); DevelActor::Lower( actorC ); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so RaiseAbove should show no effect\n" ); @@ -5093,8 +5254,11 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void) tet_printf( "Lower actor C below B but C not parented\n" ); DevelActor::Lower( actorB ); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so Lower should show no effect\n" ); @@ -5106,8 +5270,11 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void) tet_printf( "Raise actor B to top\n" ); DevelActor::RaiseToTop( actorB ); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so RaiseToTop should show no effect\n" ); @@ -5120,14 +5287,13 @@ int UtcDaliActorTestAllAPIwhenActorNotParented(void) stage.Add ( actorB ); - application.SendNotification(); - application.Render(); - tet_printf( "Lower actor C to Bottom, B stays at top\n" ); DevelActor::LowerToBottom( actorC ); + application.SendNotification(); + application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_printf( "Not parented so LowerToBottom should show no effect\n" ); @@ -5189,10 +5355,10 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( 10.f, 10.f ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); @@ -5203,8 +5369,10 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void) tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" ); DevelActor::RaiseAbove( actorA, actorA ); + application.SendNotification(); + application.Render(); - application.ProcessEvent( event ); + application.ProcessEvent( touchEvent ); tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" ); @@ -5215,7 +5383,10 @@ int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void) ResetTouchCallbacks(); DevelActor::RaiseAbove( actorA, actorC ); - application.ProcessEvent( event ); + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); tet_infoline( "Raise actor A Above Actor C which will now be successful \n" ); DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); @@ -5519,7 +5690,7 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void) parentActorA.SetSize( size2 ); parentActorA.SetPosition( 0.f, 0.f ); - tet_infoline( "Create Grand Parent Actor 1 TOP_RIGHT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + tet_infoline( "Create Grand Parent Actor 1 BOTTOM_LEFT Anchor Point, ParentOrigin::BOTTOM_LEFT and 0,0 position \n" ); Actor grandParentActorA = Actor::New(); grandParentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT ); @@ -5552,6 +5723,70 @@ int UtcDaliActorGetScreenPositionWithChildActors02(void) END_TEST; } +int UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse(void) +{ + tet_infoline( "UtcDaliActorGetScreenPositionPositionUsesAnchorPointFalse Check screen position where the position does not use the anchor point" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + tet_infoline( "Create an actor with AnchorPoint::TOP_LEFT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + actorA.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + actorA.SetSize( 10.0f, 20.0f ); + stage.Add( actorA ); + + tet_infoline( "Create an Actor with AnchorPoint::BOTTOM_RIGHT, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" ); + + Actor actorB = Actor::New(); + actorB.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + actorB.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + Vector2 actorBSize( 30.0f, 60.0f ); + actorB.SetSize( actorBSize ); + stage.Add( actorB ); + + tet_infoline( "Create an actor with AnchorPoint::CENTER, ParentOrigin::CENTER and 0,0 position, POSITION_USES_ANCHOR false" ); + + Actor actorC = Actor::New(); + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + actorC.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + Vector2 actorCSize( 60.0f, 120.0f ); + actorC.SetSize( actorCSize ); + stage.Add( actorC ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Despite differing sizes and anchor-points, the screen position for all actors is the same"); + + Vector2 center( stage.GetSize() * 0.5f ); + + DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION ); + DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION ); + DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center, TEST_LOCATION ); + + tet_infoline( "Add scale to all actors" ); + + actorA.SetScale( 2.0f ); + actorB.SetScale( 2.0f ); + actorC.SetScale( 2.0f ); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center /* TOP_LEFT Anchor */, TEST_LOCATION ); + DALI_TEST_EQUALS( actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorBSize /* BOTTOM_RIGHT Anchor */, TEST_LOCATION ); + DALI_TEST_EQUALS( actorC.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(), center - actorCSize * 0.5f /* CENTER Anchor*/, TEST_LOCATION ); + + END_TEST; +} + int utcDaliActorPositionUsesAnchorPoint(void) { TestApplication application; @@ -5726,3 +5961,125 @@ int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void) END_TEST; } +int utcDaliActorVisibilityChangeSignalSelf(void) +{ + TestApplication application; + tet_infoline( "Check that the visibility change signal is called when the visibility changes for the actor itself" ); + + Actor actor = Actor::New(); + + VisibilityChangedFunctorData data; + DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) ); + + actor.SetVisible( false ); + + data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION ); + + tet_infoline( "Ensure functor is not called if we attempt to change the visibility to what it already is at" ); + data.Reset(); + + actor.SetVisible( false ); + data.Check( false /* not called */, TEST_LOCATION ); + + tet_infoline( "Change the visibility using properties, ensure called" ); + data.Reset(); + + actor.SetProperty( Actor::Property::VISIBLE, true ); + data.Check( true /* called */, actor, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION ); + + tet_infoline( "Set the visibility to current using properties, ensure not called" ); + data.Reset(); + + actor.SetProperty( Actor::Property::VISIBLE, true ); + data.Check( false /* not called */, TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorVisibilityChangeSignalChildren(void) +{ + TestApplication application; + tet_infoline( "Check that the visibility change signal is called for the children when the visibility changes for the parent" ); + + Actor parent = Actor::New(); + Actor child = Actor::New(); + parent.Add( child ); + + Actor grandChild = Actor::New(); + child.Add( grandChild ); + + VisibilityChangedFunctorData parentData; + VisibilityChangedFunctorData childData; + VisibilityChangedFunctorData grandChildData; + + tet_infoline( "Only connect the child and grandchild, ensure they are called and not the parent" ); + DevelActor::VisibilityChangedSignal( child ).Connect( &application, VisibilityChangedFunctor( childData ) ); + DevelActor::VisibilityChangedSignal( grandChild ).Connect( &application, VisibilityChangedFunctor( grandChildData ) ); + + parent.SetVisible( false ); + parentData.Check( false /* not called */, TEST_LOCATION ); + childData.Check( true /* called */, child, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION ); + grandChildData.Check( true /* called */, grandChild, false /* not visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION ); + + tet_infoline( "Connect to the parent's signal as well and ensure all three are called" ); + parentData.Reset(); + childData.Reset(); + grandChildData.Reset(); + + DevelActor::VisibilityChangedSignal( parent ).Connect( &application, VisibilityChangedFunctor( parentData ) ); + + parent.SetVisible( true ); + parentData.Check( true /* called */, parent, true /* visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION ); + childData.Check( true /* called */, child, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION ); + grandChildData.Check( true /* called */, grandChild, true /* visible */, DevelActor::VisibilityChange::PARENT, TEST_LOCATION ); + + tet_infoline( "Ensure none of the functors are called if we attempt to change the visibility to what it already is at" ); + parentData.Reset(); + childData.Reset(); + grandChildData.Reset(); + + parent.SetVisible( true ); + parentData.Check( false /* not called */, TEST_LOCATION ); + childData.Check( false /* not called */, TEST_LOCATION ); + grandChildData.Check( false /* not called */, TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorVisibilityChangeSignalAfterAnimation(void) +{ + TestApplication application; + tet_infoline( "Check that the visibility change signal is emitted when the visibility changes when an animation starts" ); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + VisibilityChangedFunctorData data; + DevelActor::VisibilityChangedSignal( actor ).Connect( &application, VisibilityChangedFunctor( data ) ); + + Animation animation = Animation::New( 1.0f ); + animation.AnimateTo( Property( actor, Actor::Property::VISIBLE ), false ); + + data.Check( false, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + tet_infoline( "Play the animation and check the property value" ); + animation.Play(); + + data.Check( true /* called */, actor, false /* not visible */, DevelActor::VisibilityChange::SELF, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); + + tet_infoline( "Animation not currently finished, so the current visibility should still be true" ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + application.SendNotification(); + application.Render( 1100 ); // After the animation + + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< bool >( actor, Actor::Property::VISIBLE ), false, TEST_LOCATION ); + + END_TEST; +}