X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Actor.cpp;h=57e47572f9e0da26052daf7926141454e126e1c9;hb=63a75802b362f787f4331567cbbc137b9ecde652;hp=952c82be9e6484dea3a7ad0f5ff44e14b3068c9b;hpb=d1eda6a7602b8b6d330a91904768c68d3d0cdbae;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 952c82b..57e4757 100644 --- a/automated-tests/src/dali/utc-Dali-Actor.cpp +++ b/automated-tests/src/dali/utc-Dali-Actor.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 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. @@ -19,9 +19,11 @@ #include #include #include // For FLT_MAX +#include #include #include #include +#include //& set: DaliActor @@ -42,37 +44,15 @@ void utc_dali_actor_cleanup(void) namespace { bool gTouchCallBackCalled=false; -bool gHoverCallBackCalled=false; - -/** - * Simulates a Down Touch at 25.0, 25.0. - * @param[in] app Test Application instance. - */ -int SimulateTouchForSetOverlayHitTest(TestApplication& app) -{ - app.SendNotification(); - app.Render(1); - app.SendNotification(); - app.Render(1); - - gTouchCallBackCalled = false; - - // simulate a touch event - Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); - app.ProcessEvent( event ); - - app.SendNotification(); - app.Render(1); - app.SendNotification(); - app.Render(1); - END_TEST; -} +bool gTouchCallBackCalled2=false; +bool gTouchCallBackCalled3=false; +bool gHoverCallBackCalled=false; static bool gTestConstraintCalled; +LayoutDirection::Type gLayoutDirectionType; + struct TestConstraint { void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ ) @@ -111,6 +91,34 @@ static bool TestCallback(Actor actor, const TouchEvent& event) END_TEST; } +static bool TestTouchCallback(Actor actor, const TouchData& touchData ) +{ + gTouchCallBackCalled = true; + return true; + END_TEST; +} + +static bool TestTouchCallback2(Actor actor, const TouchData& touchData ) +{ + gTouchCallBackCalled2 = true; + return true; + END_TEST; +} + +static bool TestTouchCallback3(Actor actor, const TouchData& touchData ) +{ + gTouchCallBackCalled3 = true; + return true; + END_TEST; +} + +static void ResetTouchCallbacks() +{ + gTouchCallBackCalled = false; + gTouchCallBackCalled2 = false; + gTouchCallBackCalled3 = false; +} + static bool TestCallback3(Actor actor, const HoverEvent& event) { gHoverCallBackCalled = true; @@ -118,13 +126,6 @@ static bool TestCallback3(Actor actor, const HoverEvent& event) END_TEST; } -static Vector3 gSetSize; -static bool gSetSizeCallBackCalled; -void SetSizeCallback( Actor actor, const Vector3& size ) -{ - gSetSizeCallBackCalled = true; - gSetSize = size; -} // validation stuff for onstage & offstage signals static std::vector< std::string > gActorNamesOnOffStage; static int gOnStageCallBackCalled; @@ -155,17 +156,81 @@ struct PositionComponentConstraint } }; +struct OrientationComponentConstraint +{ + OrientationComponentConstraint(){} + + void operator()( Quaternion& orientation, const PropertyInputContainer& inputs ) + { + const Quaternion& parentOrientation = inputs[0]->GetQuaternion(); + Vector3 pos, scale; + Quaternion rot; + orientation = parentOrientation; + } +}; // OnRelayout -static bool gOnRelayoutCallBackCalled = 0; +static bool gOnRelayoutCallBackCalled = false; static std::vector< std::string > gActorNamesRelayout; void OnRelayoutCallback( Actor actor ) { - ++gOnRelayoutCallBackCalled; + gOnRelayoutCallBackCalled = true; 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 @@ -406,33 +471,6 @@ int UtcDaliActorAddN(void) END_TEST; } -int UtcDaliActorInsert(void) -{ - tet_infoline("Testing Actor::Insert"); - TestApplication application; - - Actor parent = Actor::New(); - Stage::GetCurrent().Add( parent ); - Actor first = Actor::New(); - Actor second = Actor::New(); - Actor third = Actor::New(); - - parent.Insert(1, first); // test insert beyond range - DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION ); - parent.Insert(0, second); - DALI_TEST_EQUALS( parent.GetChildCount(), 2u, TEST_LOCATION ); - parent.Insert(1, third); - - DALI_TEST_EQUALS( parent.GetChildCount(), 3u, TEST_LOCATION ); - - DALI_TEST_CHECK(parent.GetChildAt(0) == second); - DALI_TEST_CHECK(parent.GetChildAt(1) == third); - DALI_TEST_CHECK(parent.GetChildAt(2) == first); - - END_TEST; -} - - int UtcDaliActorRemoveN(void) { tet_infoline("Testing Actor::Remove"); @@ -616,6 +654,42 @@ int UtcDaliActorSetParentOrigin(void) END_TEST; } +int UtcDaliActorSetParentOriginIndividual(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + Vector3 vector(0.7f, 0.8f, 0.9f); + DALI_TEST_CHECK(vector != actor.GetCurrentParentOrigin()); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN_X, vector.x ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.x, actor.GetCurrentParentOrigin().x, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN_Y, vector.y ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.y, actor.GetCurrentParentOrigin().y, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN_Z, vector.z ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.z, actor.GetCurrentParentOrigin().z, TEST_LOCATION ); + + END_TEST; +} + int UtcDaliActorGetCurrentParentOrigin(void) { TestApplication application; @@ -665,6 +739,42 @@ int UtcDaliActorSetAnchorPoint(void) END_TEST; } +int UtcDaliActorSetAnchorPointIndividual(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + Vector3 vector(0.7f, 0.8f, 0.9f); + DALI_TEST_CHECK(vector != actor.GetCurrentAnchorPoint()); + + actor.SetProperty( Actor::Property::ANCHOR_POINT_X, vector.x ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.x, actor.GetCurrentAnchorPoint().x, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT_Y, vector.y ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.y, actor.GetCurrentAnchorPoint().y, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT_Z, vector.z ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( vector.z, actor.GetCurrentAnchorPoint().z, TEST_LOCATION ); + + END_TEST; +} + int UtcDaliActorGetCurrentAnchorPoint(void) { TestApplication application; @@ -690,17 +800,63 @@ int UtcDaliActorSetSize01(void) TestApplication application; Actor actor = Actor::New(); - Vector3 vector(100.0f, 100.0f, 100.0f); + Vector3 vector(100.0f, 100.0f, 0.0f); DALI_TEST_CHECK(vector != actor.GetCurrentSize()); actor.SetSize(vector.x, vector.y); - // flush the queue and render once + // 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(); application.Render(); + // Check the size in the new frame DALI_TEST_CHECK(vector == actor.GetCurrentSize()); + + 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 = actor.GetCurrentProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.width, actor.GetCurrentProperty< float >( Actor::Property::SIZE_WIDTH ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.height, actor.GetCurrentProperty< float >( Actor::Property::SIZE_HEIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.depth, actor.GetCurrentProperty< float >( 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 ); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // Set a new size after resize policy is changed and check the new size + actor.SetSize( Vector3( 0.1f, 0.2f, 0.0f ) ); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // Change the resize policy again and check whether the new size stays the same + actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // Set another new size after resize policy is changed and check the new size + actor.SetSize( Vector3( 50.0f, 60.0f, 0.0f ) ); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, Vector3( 50.0f, 60.0f, 0.0f ), Math::MACHINE_EPSILON_0, TEST_LOCATION ); + END_TEST; } @@ -716,11 +872,20 @@ int UtcDaliActorSetSize02(void) actor.SetSize(vector.x, vector.y, vector.z); + // Immediately check the size after setting + Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + // flush the queue and render once application.SendNotification(); application.Render(); + // Check the size in the new frame DALI_TEST_CHECK(vector == actor.GetCurrentSize()); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + END_TEST; } @@ -730,17 +895,26 @@ int UtcDaliActorSetSize03(void) TestApplication application; Actor actor = Actor::New(); - Vector3 vector(100.0f, 100.0f, 100.0f); + Vector3 vector(100.0f, 100.0f, 0.0f); DALI_TEST_CHECK(vector != actor.GetCurrentSize()); actor.SetSize(Vector2(vector.x, vector.y)); + // Immediately check the size after setting + Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + // flush the queue and render once application.SendNotification(); application.Render(); + // Check the size in the new frame DALI_TEST_CHECK(vector == actor.GetCurrentSize()); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + END_TEST; } @@ -756,24 +930,154 @@ int UtcDaliActorSetSize04(void) actor.SetSize(vector); + // Immediately check the size after setting + Vector3 currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, vector, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + // flush the queue and render once application.SendNotification(); application.Render(); + // Check the size in the new frame DALI_TEST_CHECK(vector == actor.GetCurrentSize()); Stage::GetCurrent().Add( actor ); actor.SetSize( Vector3( 0.1f, 0.2f, 0.3f ) ); + // Immediately check the size after setting + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION ); + // flush the queue and render once application.SendNotification(); application.Render(); + // Check the size in the new frame DALI_TEST_EQUALS( Vector3( 0.1f, 0.2f, 0.3f ), actor.GetCurrentSize(), TEST_LOCATION ); + + currentSize = actor.GetProperty( Actor::Property::SIZE ).Get< Vector3 >(); + DALI_TEST_EQUALS( currentSize, Vector3( 0.1f, 0.2f, 0.3f ), Math::MACHINE_EPSILON_0, TEST_LOCATION ); + Stage::GetCurrent().Remove( actor ); END_TEST; } +int UtcDaliActorSetSizeIndividual(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + Vector3 vector(0.7f, 0.8f, 0.9f); + DALI_TEST_CHECK(vector != actor.GetCurrentSize()); + + actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width ); + + // Immediately check the width after setting + float sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(); + DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check the width in the new frame + DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION ); + + sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(); + DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height ); + + // Immediately check the height after setting + float sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(); + DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check the height in the new frame + DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION ); + + sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(); + DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth ); + + // Immediately check the depth after setting + float sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(); + DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check the depth in the new frame + DALI_TEST_EQUALS( vector.depth, actor.GetCurrentSize().depth, TEST_LOCATION ); + + sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(); + DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // Change the resize policy and check whether the size stays the same + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); + + sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(); + DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(); + DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(); + DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // Change the resize policy again and check whether the size stays the same + actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + + sizeWidth = actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(); + DALI_TEST_EQUALS( sizeWidth, vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + sizeHeight = actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(); + DALI_TEST_EQUALS( sizeHeight, vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + sizeDepth = actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(); + DALI_TEST_EQUALS( sizeDepth, vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorSetSizeIndividual02(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); + Stage::GetCurrent().Add( actor ); + + Vector3 vector( 100.0f, 200.0f, 400.0f ); + DALI_TEST_CHECK( vector != actor.GetCurrentSize() ); + + actor.SetProperty( Actor::Property::SIZE_WIDTH, vector.width ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_WIDTH ).Get< float >(), vector.width, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::SIZE_HEIGHT, vector.height ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_HEIGHT ).Get< float >(), vector.height, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::SIZE_DEPTH, vector.depth ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_DEPTH ).Get< float >(), vector.depth, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + // Check the width in the new frame + DALI_TEST_EQUALS( vector.width, actor.GetCurrentSize().width, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.height, actor.GetCurrentSize().height, TEST_LOCATION ); + + END_TEST; +} + + int UtcDaliActorGetCurrentSize(void) { TestApplication application; @@ -834,7 +1138,7 @@ int UtcDaliActorGetCurrentSizeImmediate(void) const Vector3 targetValue( 10.0f, 20.0f, 30.0f ); animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue ); - DALI_TEST_CHECK( actor.GetTargetSize() == targetValue ); + DALI_TEST_CHECK( actor.GetTargetSize() == vector ); // Start the animation animation.Play(); @@ -1000,39 +1304,93 @@ int UtcDaliActorSetZ(void) END_TEST; } -int UtcDaliActorTranslateBy(void) +int UtcDaliActorSetPositionProperties(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 vector(100.0f, 100.0f, 100.0f); + Vector3 vector(0.7f, 0.8f, 0.9f); DALI_TEST_CHECK(vector != actor.GetCurrentPosition()); - actor.SetPosition(vector); + 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_CHECK(vector == actor.GetCurrentPosition()); + 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); - actor.TranslateBy(vector); + 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_CHECK(vector*2.0f == actor.GetCurrentPosition()); + 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.z, actor.GetCurrentProperty< float >( Actor::Property::POSITION_Z ), TEST_LOCATION ); + END_TEST; } -int UtcDaliActorGetCurrentPosition(void) +int UtcDaliActorTranslateBy(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 setVector(100.0f, 100.0f, 0.0f); + Vector3 vector(100.0f, 100.0f, 100.0f); + + DALI_TEST_CHECK(vector != actor.GetCurrentPosition()); + + actor.SetPosition(vector); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_CHECK(vector == actor.GetCurrentPosition()); + + actor.TranslateBy(vector); + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_CHECK(vector*2.0f == actor.GetCurrentPosition()); + END_TEST; +} + +int UtcDaliActorGetCurrentPosition(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Vector3 setVector(100.0f, 100.0f, 0.0f); actor.SetPosition(setVector); // flush the queue and render once @@ -1100,7 +1458,7 @@ int UtcDaliActorInheritPosition(void) DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION ); - // first test default, which is INHERIT_PARENT_POSITION + // first test default, which is to inherit position DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::INHERIT_PARENT_POSITION, TEST_LOCATION ); application.SendNotification(); application.Render(0); // should only really call Update as Render is not required to update scene @@ -1109,37 +1467,78 @@ int UtcDaliActorInheritPosition(void) DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION ); - // Change inheritance mode to use parent - child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION ); - DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_PARENT_POSITION, TEST_LOCATION ); + + //Change child position + Vector3 childOffset( -1.0f, 1.0f, 0.0f ); + child.SetPosition( childOffset ); + + // Change inheritance mode to not inherit + child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION ); + DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION ); + application.SendNotification(); + application.Render(0); // should only really call Update as Render is not required to update scene + DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION ); + DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliActorSetInheritPosition(void) +{ + tet_infoline("Testing Actor::SetInheritPosition"); + TestApplication application; + + Actor parent = Actor::New(); + Vector3 parentPosition( 1.0f, 2.0f, 3.0f ); + parent.SetPosition( parentPosition ); + parent.SetParentOrigin( ParentOrigin::CENTER ); + parent.SetAnchorPoint( AnchorPoint::CENTER ); + Stage::GetCurrent().Add( parent ); + + Actor child = Actor::New(); + child.SetParentOrigin( ParentOrigin::CENTER ); + child.SetAnchorPoint( AnchorPoint::CENTER ); + Vector3 childPosition( 10.0f, 11.0f, 12.0f ); + child.SetPosition( childPosition ); + parent.Add( child ); + + // The actors should not have a world position yet + DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), Vector3::ZERO, TEST_LOCATION ); + + // first test default, which is to inherit position + DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION ); application.SendNotification(); application.Render(0); // should only really call Update as Render is not required to update scene DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentPosition(), childPosition, TEST_LOCATION ); DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childPosition, TEST_LOCATION ); - // Change inheritance mode to use parent + offset - child.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + //Change child position Vector3 childOffset( -1.0f, 1.0f, 0.0f ); child.SetPosition( childOffset ); - DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION ); + + // Use local position as world postion + child.SetInheritPosition( false ); + DALI_TEST_EQUALS( child.IsPositionInherited(), false, TEST_LOCATION ); application.SendNotification(); application.Render(0); // should only really call Update as Render is not required to update scene DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION ); DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION ); - // Change inheritance mode to not inherit - child.SetPositionInheritanceMode( Dali::DONT_INHERIT_POSITION ); - DALI_TEST_EQUALS( child.GetPositionInheritanceMode(), Dali::DONT_INHERIT_POSITION, TEST_LOCATION ); + //Change back to inherit position from parent + child.SetInheritPosition( true ); + DALI_TEST_EQUALS( child.IsPositionInherited(), true, TEST_LOCATION ); application.SendNotification(); application.Render(0); // should only really call Update as Render is not required to update scene DALI_TEST_EQUALS( parent.GetCurrentPosition(), parentPosition, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentPosition(), childOffset, TEST_LOCATION ); DALI_TEST_EQUALS( parent.GetCurrentWorldPosition(), parentPosition, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), childOffset, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldPosition(), parentPosition + childOffset, TEST_LOCATION ); END_TEST; } @@ -1198,6 +1597,27 @@ int UtcDaliActorSetOrientation02(void) END_TEST; } +// SetOrientation(float angleRadians, Vector3 axis) +int UtcDaliActorSetOrientationProperty(void) +{ + TestApplication application; + + Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f)); + 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, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); + END_TEST; +} + // RotateBy(float angleRadians, Vector3 axis) int UtcDaliActorRotateBy01(void) { @@ -1380,6 +1800,54 @@ int UtcDaliActorSetScale03(void) END_TEST; } +int UtcDaliActorSetScaleIndividual(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + Vector3 vector(0.7f, 0.8f, 0.9f); + 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), TEST_LOCATION ); + + DALI_TEST_EQUALS( vector, actor.GetProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), TEST_LOCATION ); + + END_TEST; +} + int UtcDaliActorScaleBy(void) { TestApplication application; @@ -1644,6 +2112,76 @@ int UtcDaliActorSetColor(void) END_TEST; } +int UtcDaliActorSetColorIndividual(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + Vector4 vector(0.7f, 0.8f, 0.9f, 0.6f); + 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( 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, actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), TEST_LOCATION ); + + DALI_TEST_EQUALS( vector, actor.GetProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector, actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), TEST_LOCATION ); + + actor.SetProperty( DevelActor::Property::OPACITY, 0.2f ); + + + // flush the queue and render once + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( 0.2f, actor.GetCurrentColor().a, TEST_LOCATION ); + + END_TEST; +} + + int UtcDaliActorGetCurrentColor(void) { TestApplication application; @@ -1755,6 +2293,9 @@ int UtcDaliActorScreenToLocal(void) float localX; float localY; + application.SendNotification(); + application.Render(); + DALI_TEST_CHECK( actor.ScreenToLocal(localX, localY, 50.0f, 50.0f) ); DALI_TEST_EQUALS(localX, 40.0f, 0.01f, TEST_LOCATION); @@ -1925,7 +2466,7 @@ int UtcDaliActorTouchedSignal(void) { TestApplication application; - gTouchCallBackCalled = false; + ResetTouchCallbacks(); // get the root layer Actor actor = Stage::GetCurrent().GetRootLayer(); @@ -1939,10 +2480,13 @@ int UtcDaliActorTouchedSignal(void) // simulate a touch event in the middle of the screen Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 ); - Dali::TouchPoint point( 1, TouchPoint::Down, touchPoint.x, touchPoint.y ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + application.ProcessEvent( touchEvent ); DALI_TEST_CHECK( gTouchCallBackCalled == true ); END_TEST; @@ -1966,10 +2510,13 @@ int UtcDaliActorHoveredSignal(void) // simulate a hover event in the middle of the screen Vector2 touchPoint( Stage::GetCurrent().GetSize() * 0.5 ); - Dali::TouchPoint point( 1, TouchPoint::Motion, touchPoint.x, touchPoint.y ); - Dali::Integration::HoverEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::MOTION ); + point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); + Dali::Integration::HoverEvent hoverEvent; + hoverEvent.AddPoint( point ); + application.ProcessEvent( hoverEvent ); DALI_TEST_CHECK( gHoverCallBackCalled == true ); END_TEST; @@ -2155,7 +2702,7 @@ int UtcDaliActorHitTest(void) Stage::GetCurrent().Add( actor ); - gTouchCallBackCalled = false; + ResetTouchCallbacks(); unsigned int index = 0; while( NULL != hitTestData[index] ) @@ -2172,7 +2719,9 @@ int UtcDaliActorHitTest(void) // connect to its touch signal actor.TouchedSignal().Connect(TestCallback); - Dali::TouchPoint point( 0, TouchPoint::Down, hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ); + Dali::Integration::Point point; + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y ) ); Dali::Integration::TouchEvent event; event.AddPoint( point ); @@ -2189,7 +2738,7 @@ int UtcDaliActorHitTest(void) hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y, hitTestData[index]->mResult ); - gTouchCallBackCalled = false; + ResetTouchCallbacks(); ++index; } END_TEST; @@ -2216,17 +2765,11 @@ int UtcDaliActorSetDrawMode(void) DALI_TEST_CHECK( DrawMode::OVERLAY_2D == a.GetDrawMode() ); // Check Actor is overlay - a.SetDrawMode( DrawMode::STENCIL ); - app.SendNotification(); - app.Render(1); - - DALI_TEST_CHECK( DrawMode::STENCIL == a.GetDrawMode() ); // Check Actor is stencil, not overlay - a.SetDrawMode( DrawMode::NORMAL ); app.SendNotification(); app.Render(1); - DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is not stencil + DALI_TEST_CHECK( DrawMode::NORMAL == a.GetDrawMode() ); // Check Actor is normal END_TEST; } @@ -2247,9 +2790,15 @@ int UtcDaliActorSetDrawModeOverlayRender(void) BufferImage imageA = BufferImage::New(16, 16); BufferImage imageB = BufferImage::New(16, 16); BufferImage imageC = BufferImage::New(16, 16); - ImageActor a = ImageActor::New( imageA ); - ImageActor b = ImageActor::New( imageB ); - ImageActor c = ImageActor::New( imageC ); + Actor a = CreateRenderableActor( imageA ); + Actor b = CreateRenderableActor( imageB ); + Actor c = CreateRenderableActor( imageC ); + + app.SendNotification(); + app.Render(1); + + //Textures are bound when first created. Clear bound textures vector + app.GetGlAbstraction().ClearBoundTextures(); // Render a,b,c as regular non-overlays. so order will be: // a (8) @@ -2323,10 +2872,6 @@ int UtcDaliActorGetCurrentWorldMatrix(void) child.SetScale( childScale ); parent.Add( child ); - // The actors should not have a world matrix yet - DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION ); - app.SendNotification(); app.Render(0); app.Render(); @@ -2335,12 +2880,12 @@ int UtcDaliActorGetCurrentWorldMatrix(void) Matrix parentMatrix(false); parentMatrix.SetTransformComponents(parentScale, parentRotation, parentPosition); - Vector3 childWorldPosition = parentPosition + parentRotation * parentScale * childPosition; - Quaternion childWorldRotation = parentRotation * childRotation; - Vector3 childWorldScale = parentScale * childScale; + Matrix childMatrix(false); + childMatrix.SetTransformComponents( childScale, childRotation, childPosition ); + //Child matrix should be the composition of child and parent Matrix childWorldMatrix(false); - childWorldMatrix.SetTransformComponents(childWorldScale, childWorldRotation, childWorldPosition); + Matrix::Multiply( childWorldMatrix, childMatrix, parentMatrix); DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), parentMatrix, 0.001, TEST_LOCATION ); DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), childWorldMatrix, 0.001, TEST_LOCATION ); @@ -2374,10 +2919,6 @@ int UtcDaliActorConstrainedToWorldMatrix(void) Stage::GetCurrent().Add( child ); - // The actors should not have a world matrix yet - DALI_TEST_EQUALS( parent.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldMatrix(), Matrix::IDENTITY, 0.001, TEST_LOCATION ); - app.SendNotification(); app.Render(0); app.Render(); @@ -2391,6 +2932,75 @@ int UtcDaliActorConstrainedToWorldMatrix(void) END_TEST; } +int UtcDaliActorConstrainedToOrientation(void) +{ + TestApplication app; + tet_infoline(" UtcDaliActorConstrainedToOrientation"); + + Actor parent = Actor::New(); + parent.SetParentOrigin(ParentOrigin::CENTER); + parent.SetAnchorPoint(AnchorPoint::CENTER); + Vector3 parentPosition( 10.0f, 20.0f, 30.0f); + Radian rotationAngle(Degree(85.0f)); + Quaternion parentRotation(rotationAngle, Vector3::ZAXIS); + Vector3 parentScale( 1.0f, 2.0f, 3.0f ); + parent.SetPosition( parentPosition ); + parent.SetOrientation( parentRotation ); + parent.SetScale( parentScale ); + Stage::GetCurrent().Add( parent ); + + Actor child = Actor::New(); + child.SetParentOrigin(ParentOrigin::CENTER); + Constraint posConstraint = Constraint::New( child, Actor::Property::ORIENTATION, OrientationComponentConstraint() ); + posConstraint.AddSource( Source( parent, Actor::Property::ORIENTATION ) ); + posConstraint.Apply(); + + Stage::GetCurrent().Add( child ); + + app.SendNotification(); + app.Render(0); + app.Render(); + app.SendNotification(); + + DALI_TEST_EQUALS( child.GetCurrentOrientation(), parent.GetCurrentOrientation(), 0.001, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliActorConstrainedToOpacity(void) +{ + TestApplication app; + tet_infoline(" UtcDaliActorConstrainedToOpacity"); + + Actor parent = Actor::New(); + parent.SetOpacity( 0.7f ); + Stage::GetCurrent().Add( parent ); + + Actor child = Actor::New(); + Constraint opacityConstraint = Constraint::New( child, DevelActor::Property::OPACITY, EqualToConstraint() ); + opacityConstraint.AddSource( Source( parent, DevelActor::Property::OPACITY ) ); + opacityConstraint.Apply(); + + Stage::GetCurrent().Add( child ); + + app.SendNotification(); + app.Render(0); + app.Render(); + app.SendNotification(); + + DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION ); + + parent.SetOpacity( 0.3f ); + + app.SendNotification(); + app.Render(0); + app.Render(); + app.SendNotification(); + + DALI_TEST_EQUALS( child.GetCurrentOpacity(), parent.GetCurrentOpacity(), 0.001f, TEST_LOCATION ); + + END_TEST; +} + int UtcDaliActorUnparent(void) { TestApplication app; @@ -2493,58 +3103,61 @@ struct PropertyStringIndex const PropertyStringIndex PROPERTY_TABLE[] = { - { "parent-origin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 }, - { "parent-origin-x", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT }, - { "parent-origin-y", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT }, - { "parent-origin-z", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT }, - { "anchor-point", Actor::Property::ANCHOR_POINT, Property::VECTOR3 }, - { "anchor-point-x", Actor::Property::ANCHOR_POINT_X, Property::FLOAT }, - { "anchor-point-y", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT }, - { "anchor-point-z", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT }, + { "parentOrigin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 }, + { "parentOriginX", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT }, + { "parentOriginY", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT }, + { "parentOriginZ", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT }, + { "anchorPoint", Actor::Property::ANCHOR_POINT, Property::VECTOR3 }, + { "anchorPointX", Actor::Property::ANCHOR_POINT_X, Property::FLOAT }, + { "anchorPointY", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT }, + { "anchorPointZ", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT }, { "size", Actor::Property::SIZE, Property::VECTOR3 }, - { "size-width", Actor::Property::SIZE_WIDTH, Property::FLOAT }, - { "size-height", Actor::Property::SIZE_HEIGHT, Property::FLOAT }, - { "size-depth", Actor::Property::SIZE_DEPTH, Property::FLOAT }, + { "sizeWidth", Actor::Property::SIZE_WIDTH, Property::FLOAT }, + { "sizeHeight", Actor::Property::SIZE_HEIGHT, Property::FLOAT }, + { "sizeDepth", Actor::Property::SIZE_DEPTH, Property::FLOAT }, { "position", Actor::Property::POSITION, Property::VECTOR3 }, - { "position-x", Actor::Property::POSITION_X, Property::FLOAT }, - { "position-y", Actor::Property::POSITION_Y, Property::FLOAT }, - { "position-z", Actor::Property::POSITION_Z, Property::FLOAT }, - { "world-position", Actor::Property::WORLD_POSITION, Property::VECTOR3 }, - { "world-position-x", Actor::Property::WORLD_POSITION_X, Property::FLOAT }, - { "world-position-y", Actor::Property::WORLD_POSITION_Y, Property::FLOAT }, - { "world-position-z", Actor::Property::WORLD_POSITION_Z, Property::FLOAT }, + { "positionX", Actor::Property::POSITION_X, Property::FLOAT }, + { "positionY", Actor::Property::POSITION_Y, Property::FLOAT }, + { "positionZ", Actor::Property::POSITION_Z, Property::FLOAT }, + { "worldPosition", Actor::Property::WORLD_POSITION, Property::VECTOR3 }, + { "worldPositionX", Actor::Property::WORLD_POSITION_X, Property::FLOAT }, + { "worldPositionY", Actor::Property::WORLD_POSITION_Y, Property::FLOAT }, + { "worldPositionZ", Actor::Property::WORLD_POSITION_Z, Property::FLOAT }, { "orientation", Actor::Property::ORIENTATION, Property::ROTATION }, - { "world-orientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION }, + { "worldOrientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION }, { "scale", Actor::Property::SCALE, Property::VECTOR3 }, - { "scale-x", Actor::Property::SCALE_X, Property::FLOAT }, - { "scale-y", Actor::Property::SCALE_Y, Property::FLOAT }, - { "scale-z", Actor::Property::SCALE_Z, Property::FLOAT }, - { "world-scale", Actor::Property::WORLD_SCALE, Property::VECTOR3 }, + { "scaleX", Actor::Property::SCALE_X, Property::FLOAT }, + { "scaleY", Actor::Property::SCALE_Y, Property::FLOAT }, + { "scaleZ", Actor::Property::SCALE_Z, Property::FLOAT }, + { "worldScale", Actor::Property::WORLD_SCALE, Property::VECTOR3 }, { "visible", Actor::Property::VISIBLE, Property::BOOLEAN }, { "color", Actor::Property::COLOR, Property::VECTOR4 }, - { "color-red", Actor::Property::COLOR_RED, Property::FLOAT }, - { "color-green", Actor::Property::COLOR_GREEN, Property::FLOAT }, - { "color-blue", Actor::Property::COLOR_BLUE, Property::FLOAT }, - { "color-alpha", Actor::Property::COLOR_ALPHA, Property::FLOAT }, - { "world-color", Actor::Property::WORLD_COLOR, Property::VECTOR4 }, - { "world-matrix", Actor::Property::WORLD_MATRIX, Property::MATRIX }, + { "colorRed", Actor::Property::COLOR_RED, Property::FLOAT }, + { "colorGreen", Actor::Property::COLOR_GREEN, Property::FLOAT }, + { "colorBlue", Actor::Property::COLOR_BLUE, Property::FLOAT }, + { "colorAlpha", Actor::Property::COLOR_ALPHA, Property::FLOAT }, + { "worldColor", Actor::Property::WORLD_COLOR, Property::VECTOR4 }, + { "worldMatrix", Actor::Property::WORLD_MATRIX, Property::MATRIX }, { "name", Actor::Property::NAME, Property::STRING }, { "sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN }, - { "leave-required", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN }, - { "inherit-orientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN }, - { "inherit-scale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN }, - { "color-mode", Actor::Property::COLOR_MODE, Property::STRING }, - { "position-inheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING }, - { "draw-mode", Actor::Property::DRAW_MODE, Property::STRING }, - { "size-mode-factor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 }, - { "width-resize-policy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING }, - { "height-resize-policy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING }, - { "size-scale-policy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING }, - { "width-for-height", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN }, - { "height-for-width", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN }, + { "leaveRequired", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN }, + { "inheritOrientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN }, + { "inheritScale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN }, + { "colorMode", Actor::Property::COLOR_MODE, Property::STRING }, + { "positionInheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING }, + { "drawMode", Actor::Property::DRAW_MODE, Property::STRING }, + { "sizeModeFactor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 }, + { "widthResizePolicy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING }, + { "heightResizePolicy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING }, + { "sizeScalePolicy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING }, + { "widthForHeight", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN }, + { "heightForWidth", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN }, { "padding", Actor::Property::PADDING, Property::VECTOR4 }, - { "minimum-size", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 }, - { "maximum-size", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 }, + { "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 }, + { "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 }, + { "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN }, + { "clippingMode", Actor::Property::CLIPPING_MODE, Property::STRING }, + { "opacity", DevelActor::Property::OPACITY, Property::FLOAT }, }; const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] ); } // unnamed namespace @@ -2592,6 +3205,16 @@ int UtcDaliRelayoutProperties_ResizePolicies(void) DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), widthPolicy, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), heightPolicy, TEST_LOCATION ); + // Set individual dimensions using enums + ResizePolicy::Type widthPolicyEnum = ResizePolicy::USE_ASSIGNED_SIZE; + ResizePolicy::Type heightPolicyEnum = ResizePolicy::SIZE_RELATIVE_TO_PARENT; + + actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicyEnum ); + actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicyEnum ); + + DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::WIDTH ) ), static_cast< int >( widthPolicyEnum ), TEST_LOCATION ); + DALI_TEST_EQUALS( static_cast< int >( actor.GetResizePolicy( Dimension::HEIGHT ) ), static_cast< int >( heightPolicyEnum ), TEST_LOCATION ); + END_TEST; } @@ -2834,7 +3457,7 @@ int UtcDaliActorOnRelayoutSignal(void) TestApplication application; // Clean test data - gOnRelayoutCallBackCalled = 0; + gOnRelayoutCallBackCalled = false; gActorNamesRelayout.clear(); Actor actor = Actor::New(); @@ -2842,7 +3465,7 @@ int UtcDaliActorOnRelayoutSignal(void) actor.OnRelayoutSignal().Connect( OnRelayoutCallback ); // Sanity check - DALI_TEST_CHECK( gOnRelayoutCallBackCalled == 0 ); + DALI_TEST_CHECK( ! gOnRelayoutCallBackCalled ); // Add actor to stage Stage::GetCurrent().Add( actor ); @@ -2855,7 +3478,7 @@ int UtcDaliActorOnRelayoutSignal(void) application.Render(); // OnRelayout emitted - DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, 1, TEST_LOCATION ); + DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, true, TEST_LOCATION ); DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION ); END_TEST; @@ -2935,3 +3558,2892 @@ int UtcDaliActorGetHierachyDepth(void) END_TEST; } +int UtcDaliActorAnchorPointPropertyAsString(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "TOP_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::TOP_RIGHT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "CENTER_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::ANCHOR_POINT, "BOTTOM_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION ); + + // Invalid should not change anything + actor.SetProperty( Actor::Property::ANCHOR_POINT, "INVALID_ARG" ); + DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorParentOriginPropertyAsString(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "TOP_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_RIGHT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "CENTER_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::CENTER_RIGHT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_LEFT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_LEFT, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_CENTER" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_CENTER, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "BOTTOM_RIGHT" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION ); + + // Invalid should not change anything + actor.SetProperty( Actor::Property::PARENT_ORIGIN, "INVALID_ARG" ); + DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::BOTTOM_RIGHT, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorColorModePropertyAsString(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_COLOR" ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, "USE_PARENT_COLOR" ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_COLOR" ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, "USE_OWN_MULTIPLY_PARENT_ALPHA" ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION ); + + // Invalid should not change anything + actor.SetProperty( Actor::Property::COLOR_MODE, "INVALID_ARG" ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorPositionInheritancePropertyAsString(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INHERIT_PARENT_POSITION" ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION" ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "USE_PARENT_POSITION_PLUS_LOCAL_POSITION" ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "DONT_INHERIT_POSITION" ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION ); + + // Invalid should not change anything + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, "INVALID_ARG" ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorDrawModePropertyAsString(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::DRAW_MODE, "NORMAL" ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::DRAW_MODE, "OVERLAY_2D" ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::DRAW_MODE, "STENCIL" ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION ); + + // Invalid should not change anything + actor.SetProperty( Actor::Property::DRAW_MODE, "INVALID_ARG" ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorColorModePropertyAsEnum(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, USE_PARENT_COLOR ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_COLOR ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_COLOR, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_MULTIPLY_PARENT_ALPHA ); + DALI_TEST_EQUALS( actor.GetColorMode(), USE_OWN_MULTIPLY_PARENT_ALPHA, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorPositionInheritancePropertyAsEnum(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, INHERIT_PARENT_POSITION ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), INHERIT_PARENT_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, USE_PARENT_POSITION_PLUS_LOCAL_POSITION ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), USE_PARENT_POSITION_PLUS_LOCAL_POSITION, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::POSITION_INHERITANCE, DONT_INHERIT_POSITION ); + DALI_TEST_EQUALS( actor.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorDrawModePropertyAsEnum(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::NORMAL ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::NORMAL, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::OVERLAY_2D ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::OVERLAY_2D, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::DRAW_MODE, DrawMode::STENCIL ); + DALI_TEST_EQUALS( actor.GetDrawMode(), DrawMode::STENCIL, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorAddRendererP(void) +{ + tet_infoline("Testing Actor::AddRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + 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 ); + + END_TEST; +} + +int UtcDaliActorAddRendererN(void) +{ + tet_infoline("Testing Actor::AddRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + Renderer renderer; + + // try illegal Add + try + { + actor.AddRenderer( renderer ); + tet_printf("Assertion test failed - no Exception\n" ); + tet_result(TET_FAIL); + } + catch(Dali::DaliException& e) + { + DALI_TEST_PRINT_ASSERT( e ); + DALI_TEST_ASSERT(e, "Renderer handle is empty", TEST_LOCATION); + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + } + catch(...) + { + tet_printf("Assertion test failed - wrong Exception\n" ); + tet_result(TET_FAIL); + } + + END_TEST; +} + +int UtcDaliActorAddRendererOnStage(void) +{ + tet_infoline("Testing Actor::AddRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(0); + + Geometry geometry = CreateQuadGeometry(); + Shader shader = CreateShader(); + Renderer renderer = Renderer::New(geometry, shader); + + application.SendNotification(); + application.Render(0); + + try + { + actor.AddRenderer( renderer ); + tet_result(TET_PASS); + } + catch(...) + { + tet_result(TET_FAIL); + } + + END_TEST; +} + +int UtcDaliActorRemoveRendererP1(void) +{ + tet_infoline("Testing Actor::RemoveRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + { + 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 ); + + 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; +} + +int UtcDaliActorRemoveRendererP2(void) +{ + tet_infoline("Testing Actor::RemoveRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + Geometry geometry = CreateQuadGeometry(); + Shader shader = CreateShader(); + 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); + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + // Shut down whilst holding onto the renderer handle. + END_TEST; +} + + +int UtcDaliActorRemoveRendererN(void) +{ + tet_infoline("Testing Actor::RemoveRenderer"); + TestApplication application; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + 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.RemoveRenderer(10); + DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); + + END_TEST; +} + +// Clipping test helper functions: +Actor CreateActorWithContent( uint32_t width, uint32_t height) +{ + BufferImage image = BufferImage::New( width, height ); + Actor actor = CreateRenderableActor( image ); + + // Setup dimensions and position so actor is not skipped by culling. + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); + actor.SetSize( width, height ); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + + return actor; +} + +Actor CreateActorWithContent16x16() +{ + return CreateActorWithContent( 16, 16 ); +} + +void GenerateTrace( TestApplication& application, TraceCallStack& enabledDisableTrace, TraceCallStack& stencilTrace ) +{ + enabledDisableTrace.Reset(); + stencilTrace.Reset(); + enabledDisableTrace.Enable( true ); + stencilTrace.Enable( true ); + + application.SendNotification(); + application.Render(); + + enabledDisableTrace.Enable( false ); + stencilTrace.Enable( false ); +} + +void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue ) +{ + const TestGlAbstraction::ColorMaskParams& colorMaskParams = glAbstraction.GetColorMaskParams(); + + DALI_TEST_EQUALS( colorMaskParams.red, maskValue, TEST_LOCATION ); + DALI_TEST_EQUALS( colorMaskParams.green, maskValue, TEST_LOCATION ); + DALI_TEST_EQUALS( colorMaskParams.blue, maskValue, TEST_LOCATION ); + DALI_TEST_EQUALS( colorMaskParams.alpha, maskValue, TEST_LOCATION ); +} + +int UtcDaliActorPropertyClippingP(void) +{ + // This test checks the clippingMode property. + tet_infoline( "Testing Actor::Property::ClippingMode: P" ); + TestApplication application; + + Actor actor = Actor::New(); + + // Check default clippingEnabled value. + Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) ); + + int value = 0; + bool getValueResult = getValue.Get( value ); + DALI_TEST_CHECK( getValueResult ); + + if( getValueResult ) + { + DALI_TEST_EQUALS( value, ClippingMode::DISABLED, TEST_LOCATION ); + } + + // Check setting the property to the stencil mode. + actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + + // Check the new value was set. + getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE ); + getValueResult = getValue.Get( value ); + DALI_TEST_CHECK( getValueResult ); + + if( getValueResult ) + { + DALI_TEST_EQUALS( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION ); + } + + // Check setting the property to the scissor mode. + actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + + // Check the new value was set. + getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE ); + getValueResult = getValue.Get( value ); + DALI_TEST_CHECK( getValueResult ); + + if( getValueResult ) + { + DALI_TEST_EQUALS( value, ClippingMode::CLIP_TO_BOUNDING_BOX, TEST_LOCATION ); + } + END_TEST; +} + +int UtcDaliActorPropertyClippingN(void) +{ + // Negative test case for Clipping. + tet_infoline( "Testing Actor::Property::ClippingMode: N" ); + TestApplication application; + + Actor actor = Actor::New(); + + // Check default clippingEnabled value. + Property::Value getValue( actor.GetProperty( Actor::Property::CLIPPING_MODE ) ); + + int value = 0; + bool getValueResult = getValue.Get( value ); + DALI_TEST_CHECK( getValueResult ); + + if( getValueResult ) + { + DALI_TEST_EQUALS( value, ClippingMode::DISABLED, TEST_LOCATION ); + } + + // Check setting an invalid property value won't change the current property value. + actor.SetProperty( Actor::Property::CLIPPING_MODE, "INVALID_PROPERTY" ); + + getValue = actor.GetProperty( Actor::Property::CLIPPING_MODE ); + getValueResult = getValue.Get( value ); + DALI_TEST_CHECK( getValueResult ); + + if( getValueResult ) + { + DALI_TEST_EQUALS( value, ClippingMode::DISABLED, TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliActorPropertyClippingActor(void) +{ + // This test checks that an actor is correctly setup for clipping. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor" ); + TestApplication application; + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + size_t startIndex = 0u; + + // Create a clipping actor. + Actor actorDepth1Clip = CreateActorWithContent16x16(); + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + Stage::GetCurrent().Add( actorDepth1Clip ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check the stencil buffer was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST + + // Check the stencil buffer was cleared. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) ); + + // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE + + END_TEST; +} + +int UtcDaliActorPropertyClippingActorEnableThenDisable(void) +{ + // This test checks that an actor is correctly setup for clipping and then correctly setup when clipping is disabled + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN actor enable and then disable" ); + TestApplication application; + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + size_t startIndex = 0u; + + // Create a clipping actor. + Actor actorDepth1Clip = CreateActorWithContent16x16(); + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + Stage::GetCurrent().Add( actorDepth1Clip ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check the stencil buffer was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST + + // Check the stencil buffer was cleared. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) ); + + // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE + + // Now disable the clipping + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + + // Check the stencil buffer was disabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Disable", "2960" ) ); // 2960 is GL_STENCIL_TEST + + // Ensure all values in stencil-mask are set to 1. + startIndex = 0u; + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "255", startIndex ) ); + + END_TEST; +} + +int UtcDaliActorPropertyClippingNestedChildren(void) +{ + // This test checks that a hierarchy of actors are clipped correctly by + // writing to and reading from the correct bit-planes of the stencil buffer. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN nested children" ); + TestApplication application; + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + // Create a clipping actor. + Actor actorDepth1Clip = CreateActorWithContent16x16(); + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + Stage::GetCurrent().Add( actorDepth1Clip ); + + // Create a child actor. + Actor childDepth2 = CreateActorWithContent16x16(); + actorDepth1Clip.Add( childDepth2 ); + + // Create another clipping actor. + Actor childDepth2Clip = CreateActorWithContent16x16(); + childDepth2Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + childDepth2.Add( childDepth2Clip ); + + // Create another 2 child actors. We do this so 2 nodes will have the same clipping ID. + // This tests the sort algorithm. + Actor childDepth3 = CreateActorWithContent16x16(); + childDepth2Clip.Add( childDepth3 ); + Actor childDepth4 = CreateActorWithContent16x16(); + childDepth3.Add( childDepth4 ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check the stencil buffer was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST + + // Perform the test twice, once for 2D layer, and once for 3D. + for( unsigned int i = 0u ; i < 2u; ++i ) + { + size_t startIndex = 0u; + + // Check the stencil buffer was cleared. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "ClearStencil", "0", startIndex ) ); + + // Check the correct setup was done to write to the first bit-plane (only) of the stencil buffer. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 0", startIndex ) ); // 514 is GL_EQUAL, But testing no bit-planes for the first clipping node. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "1", startIndex ) ); // Write to the first bit-plane + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE + + // Check the correct setup was done to test against first bit-plane (only) of the stencil buffer. + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 1, 255", startIndex ) ); // 514 is GL_EQUAL + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP + + // Check we are set up to write to the second bitplane of the stencil buffer (only). + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 1", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2 + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilMask", "3", startIndex ) ); // Write to second (and previous) bit-planes + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7681, 7681", startIndex ) ); // GL_KEEP, GL_REPLACE, GL_REPLACE + + // Check we are set up to test against both the first and second bit-planes of the stencil buffer. + // (Both must be set to pass the check). + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilFunc", "514, 3, 255", startIndex ) ); // 514 is GL_EQUAL, Test both bit-planes 1 & 2 + DALI_TEST_CHECK( stencilTrace.FindMethodAndParamsFromStartIndex( "StencilOp", "7680, 7680, 7680", startIndex ) ); // GL_KEEP, GL_KEEP, GL_KEEP + + // If we are on the first loop, set the layer to 3D and loop to perform the test again. + if( i == 0u ) + { + Stage::GetCurrent().GetRootLayer().SetBehavior( Layer::LAYER_3D ); + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + } + } + + END_TEST; +} + +int UtcDaliActorPropertyClippingActorDrawOrder(void) +{ + // This test checks that a hierarchy of actors are drawn in the correct order when clipping is enabled. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_CHILDREN draw order" ); + TestApplication application; + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + /* We create a small tree of actors as follows: + + A + / \ + Clipping enabled -> B D + | | + C E + + The correct draw order is "ABCDE" (the same as if clipping was not enabled). + */ + Actor actors[5]; + for( int i = 0; i < 5; ++i ) + { + BufferImage image = BufferImage::New( 16u, 16u ); + Actor actor = CreateRenderableActor( image ); + + // Setup dimensions and position so actor is not skipped by culling. + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); + actor.SetSize( 16.0f, 16.0f ); + + if( i == 0 ) + { + actor.SetParentOrigin( ParentOrigin::CENTER ); + } + else + { + float b = i > 2 ? 1.0f : -1.0f; + actor.SetParentOrigin( Vector3( 0.5 + ( 0.2f * b ), 0.8f, 0.8f ) ); + } + + actors[i] = actor; + } + + // Enable clipping on the actor at the top of the left branch. + actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + + // Build the scene graph. + Stage::GetCurrent().Add( actors[0] ); + + // Left branch: + actors[0].Add( actors[1] ); + actors[1].Add( actors[2] ); + + // Right branch: + actors[0].Add( actors[3] ); + actors[3].Add( actors[4] ); + + // Gather the call trace. + enabledDisableTrace.Reset(); + enabledDisableTrace.Enable( true ); + application.SendNotification(); + application.Render(); + enabledDisableTrace.Enable( false ); + + /* Check stencil is enabled and disabled again (as right-hand branch of tree is drawn). + + Note: Correct enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 StackTrace: Index:2, Function:Disable, ParamList:2960 + Incorrect enable call trace: StackTrace: Index:0, Function:Enable, ParamList:3042 StackTrace: Index:1, Function:Enable, ParamList:2960 + */ + size_t startIndex = 0u; + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "3042", startIndex ) ); + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) ); // 2960 is GL_STENCIL_TEST + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) ); + + // Swap the clipping actor from top of left branch to top of right branch. + actors[1].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::DISABLED ); + actors[3].SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + + // Gather the call trace. + enabledDisableTrace.Reset(); + enabledDisableTrace.Enable( true ); + application.SendNotification(); + application.Render(); + enabledDisableTrace.Enable( false ); + + // Check stencil is enabled but NOT disabled again (as right-hand branch of tree is drawn). + // This proves the draw order has remained the same. + startIndex = 0u; + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Enable", "2960", startIndex ) ); + DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParamsFromStartIndex( "Disable", "2960", startIndex ) ); + + END_TEST; +} + +int UtcDaliActorPropertyScissorClippingActor(void) +{ + // This test checks that an actor is correctly setup for clipping. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor" ); + TestApplication application; + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT ); + const Vector2 imageSize( 16.0f, 16.0f ); + + // Create a clipping actor. + Actor clippingActorA = CreateActorWithContent16x16(); + // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system. + // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test. + clippingActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT ); + clippingActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT ); + clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + Stage::GetCurrent().Add( clippingActorA ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, scissorTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check scissor test was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST) + + // Check the scissor was set, and the coordinates are correct. + std::stringstream compareParametersString; + compareParametersString << "0, 0, " << imageSize.x << ", " << imageSize.y; + DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 0, 0, 16, 16 + + clippingActorA.SetParentOrigin( ParentOrigin::TOP_RIGHT ); + clippingActorA.SetAnchorPoint( AnchorPoint::TOP_RIGHT ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, scissorTrace ); + + // Check the scissor was set, and the coordinates are correct. + compareParametersString.str( std::string() ); + compareParametersString.clear(); + compareParametersString << ( stageSize.x - imageSize.x ) << ", " << ( stageSize.y - imageSize.y ) << ", " << imageSize.x << ", " << imageSize.y; + DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with 464, 784, 16, 16 + + END_TEST; +} + +int UtcDaliActorPropertyScissorClippingActorSiblings(void) +{ + // This test checks that an actor is correctly setup for clipping. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actors which are siblings" ); + TestApplication application; + + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT ); + const Vector2 sizeA{ stageSize.width, stageSize.height * 0.25f }; + const Vector2 sizeB{ stageSize.width, stageSize.height * 0.05f }; + + // Create a clipping actors. + Actor clippingActorA = CreateActorWithContent( sizeA.width, sizeA.height ); + Actor clippingActorB = CreateActorWithContent( sizeB.width, sizeB.height ); + + clippingActorA.SetParentOrigin( ParentOrigin::CENTER_LEFT ); + clippingActorA.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); + clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + + clippingActorB.SetParentOrigin( ParentOrigin::CENTER_LEFT ); + clippingActorB.SetAnchorPoint( AnchorPoint::CENTER_LEFT ); + clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + + clippingActorA.SetPosition( 0.0f, -200.0f, 0.0f ); + clippingActorB.SetPosition( 0.0f, 0.0f, 0.0f ); + + Stage::GetCurrent().Add( clippingActorA ); + Stage::GetCurrent().Add( clippingActorB ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, scissorTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check scissor test was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST) + + // Check the scissor was set, and the coordinates are correct. + std::stringstream compareParametersString; + + std::string clipA( "0, 500, 480, 200" ); + std::string clipB( "0, 380, 480, 40" ); + + DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipA ) ); + DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", clipB ) ); + + END_TEST; +} + +int UtcDaliActorPropertyScissorClippingActorNested(void) +{ + // This test checks that an actor is correctly setup for clipping. + tet_infoline( "Testing Actor::Property::ClippingMode: CLIP_TO_BOUNDING_BOX actor nested" ); + TestApplication application; + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + const Vector2 stageSize( TestApplication::DEFAULT_SURFACE_WIDTH, TestApplication::DEFAULT_SURFACE_HEIGHT ); + const Vector2 imageSize( 16.0f, 16.0f ); + + /* Create a nest of 2 scissors to test nesting (intersecting clips). + + A is drawn first - with scissor clipping on + B is drawn second - also with scissor clipping on + C is the generated clipping region, the intersection ( A ∩ B ) + + ┏━━━━━━━┓ ┌───────┐ + ┃ B ┃ │ B │ + ┌───╂┄┄┄┐ ┃ ┌┄┄┄╆━━━┓ │ + │ ┃ ┊ ┃ ━━━━━> ┊ ┃ C ┃ │ + │ ┗━━━┿━━━┛ ┊ ┗━━━╃───┘ + │ A │ ┊ A ┊ + └───────┘ └┄┄┄┄┄┄┄┘ + + We then reposition B around each corner of A to test the 4 overlap combinations (thus testing intersecting works correctly). + */ + + // Create a clipping actor. + Actor clippingActorA = CreateActorWithContent16x16(); + // Note: Scissor coords are have flipped Y values compared with DALi's coordinate system. + // We choose BOTTOM_LEFT to give us x=0, y=0 starting coordinates for the first test. + clippingActorA.SetParentOrigin( ParentOrigin::CENTER ); + clippingActorA.SetAnchorPoint( AnchorPoint::CENTER ); + clippingActorA.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + Stage::GetCurrent().Add( clippingActorA ); + + // Create a child clipping actor. + Actor clippingActorB = CreateActorWithContent16x16(); + clippingActorB.SetParentOrigin( ParentOrigin::CENTER ); + clippingActorB.SetAnchorPoint( AnchorPoint::CENTER ); + clippingActorB.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + clippingActorA.Add( clippingActorB ); + + // positionModifiers is an array of positions to position B around. + // expect is an array of expected scissor clip coordinate results. + const Vector2 positionModifiers[4] = { Vector2( 1.0f, 1.0f ), Vector2( -1.0f, 1.0f ), Vector2( -1.0f, -1.0f ), Vector2( 1.0f, -1.0f ) }; + const Vector4 expect[4] = { Vector4( 240, 392, 8, 8 ), Vector4( 232, 392, 8, 8 ), Vector4( 232, 400, 8, 8 ), Vector4( 240, 400, 8, 8 ) }; + + // Loop through each overlap combination. + for( unsigned int test = 0u; test < 4u; ++test ) + { + // Position the child clipping actor so it intersects with the 1st clipping actor. This changes each loop. + const Vector2 position = ( imageSize / 2.0f ) * positionModifiers[test]; + clippingActorB.SetPosition( position.x, position.y ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, scissorTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check scissor test was enabled. + DALI_TEST_CHECK( enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST) + + // Check the scissor was set, and the coordinates are correct. + const Vector4& expectResults( expect[test] ); + std::stringstream compareParametersString; + compareParametersString << expectResults.x << ", " << expectResults.y << ", " << expectResults.z << ", " << expectResults.w; + DALI_TEST_CHECK( scissorTrace.FindMethodAndParams( "Scissor", compareParametersString.str() ) ); // Compare with the expected result + } + + END_TEST; +} + +int UtcDaliActorPropertyClippingActorWithRendererOverride(void) +{ + // This test checks that an actor with clipping will be ignored if overridden by the Renderer properties. + tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor with renderer override" ); + TestApplication application; + + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + TraceCallStack& stencilTrace = glAbstraction.GetStencilFunctionTrace(); + TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); + + // Create a clipping actor. + Actor actorDepth1Clip = CreateActorWithContent16x16(); + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + Stage::GetCurrent().Add( actorDepth1Clip ); + + // Turn the RenderMode to just "COLOR" at the Renderer level to ignore the clippingMode. + actorDepth1Clip.GetRendererAt( 0 ).SetProperty( Renderer::Property::RENDER_MODE, RenderMode::COLOR ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, stencilTrace ); + + // Check we are writing to the color buffer. + CheckColorMask( glAbstraction, true ); + + // Check the stencil buffer was not enabled. + DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "2960" ) ); // 2960 is GL_STENCIL_TEST + + // Check stencil functions are not called. + DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilFunc" ) ); + DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilMask" ) ); + DALI_TEST_CHECK( !stencilTrace.FindMethod( "StencilOp" ) ); + + // Check that scissor clipping is overriden by the renderer properties. + TraceCallStack& scissorTrace = glAbstraction.GetScissorTrace(); + + actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_TO_BOUNDING_BOX ); + + // Gather the call trace. + GenerateTrace( application, enabledDisableTrace, scissorTrace ); + + // Check the stencil buffer was not enabled. + DALI_TEST_CHECK( !enabledDisableTrace.FindMethodAndParams( "Enable", "3089" ) ); // 3089 = 0xC11 (GL_SCISSOR_TEST) + + DALI_TEST_CHECK( !scissorTrace.FindMethod( "StencilFunc" ) ); + + END_TEST; +} + +int UtcDaliGetPropertyN(void) +{ + tet_infoline( "Testing Actor::GetProperty returns a non valid value if property index is out of range" ); + TestApplication app; + + Actor actor = Actor::New(); + + unsigned int propertyCount = actor.GetPropertyCount(); + DALI_TEST_EQUALS( actor.GetProperty( Property::Index(propertyCount)).GetType(), Property::NONE, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliActorRaiseLower(void) +{ + tet_infoline( "UtcDaliActor Raise and Lower test\n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + stage.Add( actorA ); + stage.Add( actorB ); + stage.Add( actorC ); + + ResetTouchCallbacks(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Testing Raising of Actor\n" ); + + int preActorOrder( 0 ); + int postActorOrder( 0 ); + + Property::Value value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); + value.Get( preActorOrder ); + + actorB.Raise(); + // 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( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true , TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Testing Lowering of Actor\n" ); + + value = actorB.GetProperty(Dali::DevelActor::Property::SIBLING_ORDER ); + value.Get( preActorOrder ); + + actorB.Lower(); + 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( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false , TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true, TEST_LOCATION ); + + ResetTouchCallbacks(); + + END_TEST; +} + +int UtcDaliActorRaiseToTopLowerToBottom(void) +{ + tet_infoline( "UtcDaliActorRaiseToTop and LowerToBottom test \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each + // enables checking of which actor the uniform is assigned too + Shader shaderA = CreateShader(); + shaderA.RegisterProperty( "uRendererColor",1.f); + + Shader shaderB = CreateShader(); + shaderB.RegisterProperty( "uRendererColor", 2.f ); + + Shader shaderC = CreateShader(); + shaderC.RegisterProperty( "uRendererColor", 3.f ); + + Geometry geometry = CreateQuadGeometry(); + + // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C, + Renderer rendererA = Renderer::New(geometry, shaderA); + actorA.AddRenderer(rendererA); + + Renderer rendererB = Renderer::New(geometry, shaderB); + actorB.AddRenderer(rendererB); + + Renderer rendererC = Renderer::New(geometry, shaderC); + actorC.AddRenderer(rendererC); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + stage.Add( actorA ); + stage.Add( actorB ); + stage.Add( actorC ); + + ResetTouchCallbacks(); + + // Set up gl abstraction trace so can query the set uniform order + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + glAbstraction.EnableSetUniformCallTrace(true); + glAbstraction.ResetSetUniformCallStack(); + + TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.SendNotification(); + application.Render(); + + tet_printf( "Trace Output:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + + // Test order of uniforms in stack + int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + bool CBA = ( indexC > indexB) && ( indexB > indexA ); + + DALI_TEST_EQUALS( CBA, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "RaiseToTop ActorA\n" ); + + actorA.RaiseToTop(); + application.SendNotification(); // ensure sorting order is calculated before next touch event + + application.ProcessEvent( touchEvent ); + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.SendNotification(); + application.Render(); + + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + tet_infoline( "Testing A above C and B at bottom\n" ); + bool ACB = ( indexA > indexC) && ( indexC > indexB ); + + DALI_TEST_EQUALS( ACB, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "RaiseToTop ActorB\n" ); + + actorB.RaiseToTop(); + application.SendNotification(); // Ensure sort order is calculated before next touch event + + application.ProcessEvent( touchEvent ); + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.SendNotification(); + application.Render(); + + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + tet_infoline( "Testing B above A and C at bottom\n" ); + bool BAC = ( indexB > indexA ) && ( indexA > indexC ); + + DALI_TEST_EQUALS( BAC, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "LowerToBottom ActorA then ActorB leaving Actor C at Top\n" ); + + actorA.LowerToBottom(); + application.SendNotification(); + application.Render(); + + actorB.LowerToBottom(); + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.SendNotification(); + application.Render(); + + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + tet_infoline( "Testing C above A and B at bottom\n" ); + bool CAB = ( indexC > indexA ) && ( indexA > indexB ); + + DALI_TEST_EQUALS( CAB, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + END_TEST; +} + +int UtcDaliActorRaiseAbove(void) +{ + tet_infoline( "UtcDaliActor RaiseToAbove test \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + stage.Add( actorA ); + stage.Add( actorB ); + stage.Add( actorC ); + + ResetTouchCallbacks(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Raise actor B Above Actor C\n" ); + + actorB.RaiseAbove( actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Raise actor A Above Actor B\n" ); + + actorA.RaiseAbove( actorB ); + + // 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 ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + END_TEST; +} + +int UtcDaliActorLowerBelow(void) +{ + tet_infoline( "UtcDaliActor LowerBelow test \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + // Set up renderers to add to Actors, float value 1, 2, 3 assigned to each + // enables checking of which actor the uniform is assigned too + Shader shaderA = CreateShader(); + shaderA.RegisterProperty( "uRendererColor",1.f); + + Shader shaderB = CreateShader(); + shaderB.RegisterProperty( "uRendererColor", 2.f ); + + Shader shaderC = CreateShader(); + shaderC.RegisterProperty( "uRendererColor", 3.f ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + // Add renderers to Actors so ( uRendererColor, 1 ) is A, ( uRendererColor, 2 ) is B, and ( uRendererColor, 3 ) is C, + Geometry geometry = CreateQuadGeometry(); + + Renderer rendererA = Renderer::New(geometry, shaderA); + actorA.AddRenderer(rendererA); + + Renderer rendererB = Renderer::New(geometry, shaderB); + actorB.AddRenderer(rendererB); + + Renderer rendererC = Renderer::New(geometry, shaderC); + actorC.AddRenderer(rendererC); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + Actor container = Actor::New(); + container.SetParentOrigin( ParentOrigin::CENTER ); + container.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS ); + stage.Add( container ); + + container.Add( actorA ); + container.Add( actorB ); + container.Add( actorC ); + + ResetTouchCallbacks(); + + // Set up gl abstraction trace so can query the set uniform order + TestGlAbstraction& glAbstraction = application.GetGlAbstraction(); + glAbstraction.EnableSetUniformCallTrace(true); + glAbstraction.ResetSetUniformCallStack(); + TraceCallStack& glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + glAbstraction.ResetSetUniformCallStack(); + + application.SendNotification(); + application.Render(); + + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + int indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + int indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + int indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + tet_infoline( "Testing C above B and A at bottom\n" ); + bool CBA = ( indexC > indexB) && ( indexB > indexA ); + + DALI_TEST_EQUALS( CBA, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + tet_infoline( "UtcDaliActor Test Set up completed \n" ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + 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" ); + + actorC.LowerBelow( actorB ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); // touch event + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.SendNotification(); + application.Render(); + + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + tet_infoline( "Testing render order is A, C, B" ); + DALI_TEST_EQUALS( indexC > indexA, true, TEST_LOCATION ); + DALI_TEST_EQUALS( indexB > indexC, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Lower actor C below Actor A leaving B on top\n" ); + + actorC.LowerBelow( actorA ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.Render(); + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION ); + DALI_TEST_EQUALS( indexB > indexA, true, TEST_LOCATION ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Lower actor B below Actor C leaving A on top\n" ); + + actorB.LowerBelow( actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + glAbstraction.ResetSetUniformCallStack(); + glSetUniformStack = glAbstraction.GetSetUniformTrace(); + + application.Render(); + tet_printf( "Trace:%s \n", glSetUniformStack.GetTraceString().c_str() ); + + // Test order of uniforms in stack + indexC = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "3" ); + indexB = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "2" ); + indexA = glSetUniformStack.FindIndexFromMethodAndParams( "uRendererColor", "1" ); + + DALI_TEST_EQUALS( indexC > indexB, true, TEST_LOCATION ); + DALI_TEST_EQUALS( indexA > indexC, true, TEST_LOCATION ); + + END_TEST; +} + + +int UtcDaliActorRaiseAboveDifferentParentsN(void) +{ + tet_infoline( "UtcDaliActor RaiseToAbove test with actor and target actor having different parents \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor parentA = Actor::New(); + Actor parentB = Actor::New(); + parentA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + parentA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + parentB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + parentB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + parentA.SetAnchorPoint( AnchorPoint::CENTER ); + parentA.SetParentOrigin( ParentOrigin::CENTER ); + + parentB.SetAnchorPoint( AnchorPoint::CENTER ); + parentB.SetParentOrigin( ParentOrigin::CENTER ); + + stage.Add( parentA ); + stage.Add( parentB ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + parentA.Add( actorA ); + parentA.Add( actorB ); + + tet_printf( "Actor C added to different parent from A and B \n" ); + parentB.Add( actorC ); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + ResetTouchCallbacks(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Raise actor A Above Actor C which have different parents\n" ); + + actorA.RaiseAbove( actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); // touch event + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + END_TEST; +} + +int UtcDaliActorRaiseLowerWhenUnparentedTargetN(void) +{ + tet_infoline( "UtcDaliActor Test raiseAbove and lowerBelow api when target Actor has no parent \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + ResetTouchCallbacks(); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false, TEST_LOCATION ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + tet_printf( "Raise actor A Above Actor C which have no parents\n" ); + + actorA.RaiseAbove( actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so RaiseAbove should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + stage.Add ( actorB ); + tet_printf( "Lower actor A below Actor C when only A is not on stage \n" ); + actorA.LowerBelow( actorC ); + + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Actor A not parented so LowerBelow should show no effect\n" ); + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Adding Actor A to stage, will be on top\n" ); + + stage.Add ( actorA ); + application.SendNotification(); + application.Render(); + + tet_printf( "Raise actor B Above Actor C when only B has a parent\n" ); + actorB.RaiseAbove( actorC ); + // 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 ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_printf( "Lower actor A below Actor C when only A has a parent\n" ); + actorA.LowerBelow( actorC ); + // 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 ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + ResetTouchCallbacks(); + + stage.Add ( actorC ); + actorA.RaiseAbove( actorC ); + // Ensure sorting happens at end of Core::ProcessEvents() before next touch + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Raise actor A Above Actor C, now both have same parent \n" ); + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorTestAllAPIwhenActorNotParented(void) +{ + tet_infoline( "UtcDaliActor Test all raise/lower api when actor has no parent \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + ResetTouchCallbacks(); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + stage.Add ( actorA ); + tet_printf( "Raise actor B Above Actor C but B not parented\n" ); + actorB.Raise(); + + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so RaiseAbove should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + tet_printf( "Raise actor B Above Actor C but B not parented\n" ); + ResetTouchCallbacks(); + + actorC.Lower(); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so RaiseAbove should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + ResetTouchCallbacks(); + + tet_printf( "Lower actor C below B but C not parented\n" ); + + actorB.Lower(); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so Lower should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + ResetTouchCallbacks(); + + tet_printf( "Raise actor B to top\n" ); + + actorB.RaiseToTop(); + // Sort actor tree before next touch event + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so RaiseToTop should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + ResetTouchCallbacks(); + + tet_printf( "Add ActorB to stage so only Actor C not parented\n" ); + + stage.Add ( actorB ); + + tet_printf( "Lower actor C to Bottom, B stays at top\n" ); + + actorC.LowerToBottom(); + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_printf( "Not parented so LowerToBottom should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, true, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + ResetTouchCallbacks(); + + END_TEST; +} + + +int UtcDaliActorRaiseAboveActorAndTargetTheSameN(void) +{ + tet_infoline( "UtcDaliActor RaiseToAbove and test with actor provided as target resulting in a no operation \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + + actorB.SetAnchorPoint( AnchorPoint::CENTER ); + actorB.SetParentOrigin( ParentOrigin::CENTER ); + + actorC.SetAnchorPoint( AnchorPoint::CENTER ); + actorC.SetParentOrigin( ParentOrigin::CENTER ); + + actorA.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorA.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorB.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorB.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + actorC.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FILL_TO_PARENT" ); + actorC.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, "FILL_TO_PARENT" ); + + stage.Add( actorA ); + stage.Add( actorB ); + stage.Add( actorC ); + + // connect to actor touch signals, will use touch callbacks to determine which actor is on top. + // Only top actor will get touched. + actorA.TouchSignal().Connect( TestTouchCallback ); + actorB.TouchSignal().Connect( TestTouchCallback2 ); + actorC.TouchSignal().Connect( TestTouchCallback3 ); + + ResetTouchCallbacks(); + + application.SendNotification(); + application.Render(); + + Dali::Integration::Point point; + point.SetDeviceId( 1 ); + point.SetState( PointState::DOWN ); + point.SetScreenPosition( Vector2( 10.f, 10.f ) ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + + application.ProcessEvent( touchEvent ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true, TEST_LOCATION ); + + ResetTouchCallbacks(); + + tet_infoline( "Raise actor A Above Actor A which is the same actor!!\n" ); + + actorA.RaiseAbove( actorA ); + application.SendNotification(); + application.Render(); + + application.ProcessEvent( touchEvent ); + + tet_infoline( "No target is source Actor so RaiseAbove should show no effect\n" ); + + DALI_TEST_EQUALS( gTouchCallBackCalled, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, true , TEST_LOCATION ); + + ResetTouchCallbacks(); + + actorA.RaiseAbove( actorC ); + 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 ); + DALI_TEST_EQUALS( gTouchCallBackCalled2, false, TEST_LOCATION ); + DALI_TEST_EQUALS( gTouchCallBackCalled3, false , TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetScreenPosition(void) +{ + tet_infoline( "UtcDaliActorGetScreenPosition Get screen coordinates of Actor \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::CENTER ); + + Vector2 size2( 10.0f, 20.0f ); + actorA.SetSize( size2 ); + + actorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "UtcDaliActorGetScreenPosition Center Anchor Point and 0,0 position \n" ); + + stage.Add( actorA ); + + application.SendNotification(); + application.Render(); + + Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::CENTER \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position %f %f \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION ); + + tet_infoline( "UtcDaliActorGetScreenPosition Top Left Anchor Point and 0,0 position \n" ); + + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION ); + + tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 0,0 position \n" ); + + actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION ); + + tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,0 position \n" ); + + actorA.SetPosition( 30.0, 0.0 ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 0.0 \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION ); + + tet_infoline( "UtcDaliActorGetScreenPosition Bottom right Anchor Point and 30,420 position \n" ); + + actorA.SetPosition( 30.0, 420.0 ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + DALI_TEST_EQUALS( actorScreenPosition.x, 30lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 420lu , TEST_LOCATION ); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0\n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position( %f %f ) AnchorPoint::BOTTOM_RIGHT Position x=30 y = 420.0 \n", actorScreenPosition.x, actorScreenPosition.y ); + + tet_infoline( "UtcDaliActorGetScreenPosition Scale parent and check child's screen position \n" ); + + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorA.SetPosition( 30.0, 30.0 ); + + Actor actorB = Actor::New(); + actorB.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorB.SetSize( size2 ); + actorB.SetPosition( 10.f, 10.f ); + actorA.Add( actorB ); + + actorA.SetScale( 2.0f ); + + application.SendNotification(); + application.Render(); + + actorScreenPosition = actorB.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + DALI_TEST_EQUALS( actorScreenPosition.x, 50lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 50lu , TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetScreenPositionAfterScaling(void) +{ + tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling Get screen coordinates of Actor \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + + Vector2 size2( 10.0f, 20.0f ); + actorA.SetSize( size2 ); + actorA.SetScale( 1.5f ); + actorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling TopRight Anchor Point, scale 1.5f and 0,0 position \n" ); + + stage.Add( actorA ); + + application.SendNotification(); + application.Render(); + + Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 0lu , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0lu , TEST_LOCATION ); + + tet_infoline( "UtcDaliActorGetScreenPositionAfterScaling BOTTOM_RIGHT Anchor Point, scale 1.5f and 0,0 position \n" ); + + actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x , 0.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetScreenPositionWithDifferentParentOrigin(void) +{ + tet_infoline( "UtcDaliActorGetScreenPositionWithDifferentParentOrigin Changes parent origin which should not effect result \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + Vector2 size2( 10.0f, 20.0f ); + actorA.SetSize( size2 ); + actorA.SetPosition( 0.f, 0.f ); + + tet_infoline( " TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + + stage.Add( actorA ); + + application.SendNotification(); + application.Render(); + + Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 240.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 400.0f , TEST_LOCATION ); + + tet_infoline( " BOTTOM_RIGHT Anchor Point, ParentOrigin::TOP_RIGHT and 0,0 position \n" ); + + actorA.SetParentOrigin( ParentOrigin::TOP_RIGHT ); + actorA.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_RIGHT ParentOrigin::TOP_RIGHT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x , 480.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 0.0f , TEST_LOCATION ); + + END_TEST; + END_TEST; +} + +int UtcDaliActorGetScreenPositionWithChildActors(void) +{ + tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors Check screen position with a tree of actors \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + Vector2 size1( 10.0f, 20.0f ); + actorA.SetSize( size1 ); + actorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + + Actor parentActorA = Actor::New(); + parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + parentActorA.SetParentOrigin( ParentOrigin::CENTER ); + Vector2 size2( 30.0f, 60.0f ); + parentActorA.SetSize( size2 ); + parentActorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "Add child 1 to Parent 1 and check screen position \n" ); + + stage.Add( parentActorA ); + parentActorA.Add ( actorA ); + + application.SendNotification(); + application.Render(); + + Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 255.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 430.0f , TEST_LOCATION ); + + tet_infoline( "Test 2\n"); + + tet_infoline( "change parent anchor point and parent origin then check screen position \n" ); + + parentActorA.SetAnchorPoint( AnchorPoint::BOTTOM_LEFT ); + parentActorA.SetParentOrigin( ParentOrigin::TOP_LEFT ); + + application.SendNotification(); + application.Render(); + + actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::BOTTOM_LEFT ParentOrigin::TOP_LEFT \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 15.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, -30.0f , TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetScreenPositionWithChildActors02(void) +{ + tet_infoline( "UtcDaliActorGetScreenPositionWithChildActors02 Check screen position with a tree of actors \n" ); + + TestApplication application; + + Stage stage( Stage::GetCurrent() ); + + tet_infoline( "Create Child Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + + Actor actorA = Actor::New(); + actorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + actorA.SetParentOrigin( ParentOrigin::CENTER ); + Vector2 size1( 10.0f, 20.0f ); + actorA.SetSize( size1 ); + actorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "Create Parent Actor 1 TOP_LEFT Anchor Point, ParentOrigin::CENTER and 0,0 position \n" ); + + Actor parentActorA = Actor::New(); + parentActorA.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + parentActorA.SetParentOrigin( ParentOrigin::CENTER ); + Vector2 size2( 30.0f, 60.0f ); + parentActorA.SetSize( size2 ); + parentActorA.SetPosition( 0.f, 0.f ); + + 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 ); + grandParentActorA.SetParentOrigin( ParentOrigin::BOTTOM_LEFT ); + Vector2 size3( 60.0f, 120.0f ); + grandParentActorA.SetSize( size3 ); + grandParentActorA.SetPosition( 0.f, 0.f ); + + tet_infoline( "Add Parent 1 to Grand Parent 1 \n" ); + + stage.Add( grandParentActorA ); + grandParentActorA.Add ( parentActorA ); + + tet_infoline( "Add child 1 to Parent 1 and check screen position \n" ); + + parentActorA.Add ( actorA ); + + application.SendNotification(); + application.Render(); + + Vector3 actorWorldPosition = actorA.GetProperty( Actor::Property::WORLD_POSITION ).Get< Vector3 >(); + Vector2 actorScreenPosition = actorA.GetProperty( DevelActor::Property::SCREEN_POSITION).Get< Vector2 >(); + + tet_printf( "Actor World Position ( %f %f ) AnchorPoint::TOP_LEFT ParentOrigin::CENTER \n", actorWorldPosition.x, actorWorldPosition.y ); + tet_printf( "Actor Screen Position ( %f %f ) \n", actorScreenPosition.x, actorScreenPosition.y ); + + DALI_TEST_EQUALS( actorScreenPosition.x, 45.0f , TEST_LOCATION ); + DALI_TEST_EQUALS( actorScreenPosition.y, 770.0f , TEST_LOCATION ); + + 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; + tet_infoline( "Check default behaviour\n" ); + + Actor actor = Actor::New(); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetSize( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Check that the world position is in the center\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Set the position uses anchor point property to false\n" ); + actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Check that the world position has changed appropriately\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorPositionUsesAnchorPointCheckScale(void) +{ + TestApplication application; + tet_infoline( "Check that the scale is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" ); + + Actor actor = Actor::New(); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetSize( 100.0f, 100.0f ); + actor.SetScale( 2.0f ); + actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Check the world position is the same as it would be without a scale\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 100.0f, 100.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorPositionUsesAnchorPointCheckRotation(void) +{ + TestApplication application; + tet_infoline( "Check that the rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" ); + + Actor actor = Actor::New(); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetSize( 100.0f, 100.0f ); + actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS ); + actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Check the world position is the same as it would be without a rotation\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -50.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 150.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorPositionUsesAnchorPointCheckScaleAndRotation(void) +{ + TestApplication application; + tet_infoline( "Check that the scale and rotation is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" ); + + Actor actor = Actor::New(); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetSize( 100.0f, 100.0f ); + actor.SetOrientation( Degree( 90.0f), Vector3::ZAXIS ); + actor.SetScale( 2.0f ); + actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + tet_infoline( "Check the world position is the same as it would be without a scale and rotation\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 50.0f, 50.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( -100.0f, 100.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure the world position changes accordingly" ); + actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), Vector3( 200.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + END_TEST; +} + +int utcDaliActorPositionUsesAnchorPointOnlyInheritPosition(void) +{ + TestApplication application; + tet_infoline( "Check that if not inheriting scale and position, then the position is adjusted appropriately when setting the positionUsesAnchorPoint to false\n" ); + + Actor parent = Actor::New(); + + Stage::GetCurrent().Add( parent ); + Vector2 stageSize( Stage::GetCurrent().GetSize() ); + + Actor actor = Actor::New(); + actor.SetParentOrigin( ParentOrigin::CENTER ); + actor.SetAnchorPoint( AnchorPoint::CENTER ); + actor.SetSize( 100.0f, 100.0f ); + actor.SetInheritScale( false ); + actor.SetInheritOrientation( false ); + actor.SetProperty( DevelActor::Property::POSITION_USES_ANCHOR_POINT, false ); + parent.Add( actor ); + + application.SendNotification(); + application.Render(); + + const Vector3 expectedWorldPosition( -stageSize.width * 0.5f + 50.0f, -stageSize.height * 0.5f + 50.0f, 0.0f ); + + tet_infoline( "Check the world position is in the right place\n" ); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to TOP_LEFT and ensure world position hasn't changed" ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION ); + + tet_infoline( "Change the Anchor Point to BOTTOM_RIGHT and ensure world position hasn't changed" ); + actor.SetAnchorPoint( AnchorPoint::BOTTOM_RIGHT ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentWorldPosition(), expectedWorldPosition, TEST_LOCATION ); + + 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( actor.GetCurrentProperty< bool >( 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( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + application.SendNotification(); + application.Render( 1100 ); // After the animation + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); + + END_TEST; +} + + +static void LayoutDirectionChanged( Actor actor, LayoutDirection::Type type ) +{ + gLayoutDirectionType = type; +} + +int UtcDaliActorLayoutDirectionProperty(void) +{ + TestApplication application; + tet_infoline( "Check layout direction property" ); + + Actor actor0 = Actor::New(); + DALI_TEST_EQUALS( actor0.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Stage::GetCurrent().Add( actor0 ); + + application.SendNotification(); + application.Render(); + + Actor actor1 = Actor::New(); + DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor2 = Actor::New(); + DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor3 = Actor::New(); + DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor4 = Actor::New(); + DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor5 = Actor::New(); + DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor6 = Actor::New(); + DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor7 = Actor::New(); + DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor8 = Actor::New(); + DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + Actor actor9 = Actor::New(); + DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + + actor1.Add( actor2 ); + gLayoutDirectionType = LayoutDirection::LEFT_TO_RIGHT; + actor2.LayoutDirectionChangedSignal().Connect( LayoutDirectionChanged ); + + DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION ); + actor1.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::RIGHT_TO_LEFT ); + DALI_TEST_EQUALS( actor1.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( gLayoutDirectionType, LayoutDirection::RIGHT_TO_LEFT, TEST_LOCATION ); + + actor1.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true ); + actor0.Add( actor1 ); + DALI_TEST_EQUALS( actor1.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor2.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + + Stage::GetCurrent().Add( actor3 ); + actor3.Add( actor4 ); + actor4.Add( actor5 ); + actor5.Add( actor6 ); + actor5.Add( actor7 ); + actor7.Add( actor8 ); + actor8.Add( actor9 ); + actor3.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" ); + actor5.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT ); + + DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), true, TEST_LOCATION ); + actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, false ); + DALI_TEST_EQUALS( actor8.GetProperty< bool >( Actor::Property::INHERIT_LAYOUT_DIRECTION ), false, TEST_LOCATION ); + + actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" ); + + DALI_TEST_EQUALS( actor3.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor4.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor5.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor6.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + + actor8.SetProperty( Actor::Property::LAYOUT_DIRECTION, "RIGHT_TO_LEFT" ); + DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + + actor7.SetProperty( Actor::Property::LAYOUT_DIRECTION, LayoutDirection::LEFT_TO_RIGHT ); + DALI_TEST_EQUALS( actor7.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::RIGHT_TO_LEFT ), TEST_LOCATION ); + + actor8.SetProperty( Actor::Property::INHERIT_LAYOUT_DIRECTION, true ); + DALI_TEST_EQUALS( actor8.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor9.GetProperty< int >( Actor::Property::LAYOUT_DIRECTION ), static_cast< int >( LayoutDirection::LEFT_TO_RIGHT ), TEST_LOCATION ); + + END_TEST; +}