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=a6eaa9ce006240c5db49180368875600fdbcbe6d;hpb=d753679093d22b5023eff4b58b9d0d2c2f045a85;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 a6eaa9c..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) 2015 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. @@ -19,6 +19,7 @@ #include #include #include // For FLT_MAX +#include #include #include #include @@ -43,39 +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::Integration::Point point; - point.SetState( PointState::DOWN ); - point.SetScreenPosition( Vector2( 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 */ ) @@ -114,6 +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; @@ -121,13 +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; @@ -181,6 +179,58 @@ void OnRelayoutCallback( Actor actor ) gActorNamesRelayout.push_back( actor.GetName() ); } +struct VisibilityChangedFunctorData +{ + VisibilityChangedFunctorData() + : actor(), + visible( false ), + type( DevelActor::VisibilityChange::SELF ), + called( false ) + { + } + + void Reset() + { + actor.Reset(); + visible = false; + type = DevelActor::VisibilityChange::SELF; + called = false; + } + + void Check( bool compareCalled, Actor compareActor, bool compareVisible, DevelActor::VisibilityChange::Type compareType, const char * location ) + { + DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( actor, compareActor, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( visible, compareVisible, TEST_INNER_LOCATION( location ) ); + DALI_TEST_EQUALS( (int)type, (int)compareType, TEST_INNER_LOCATION( location ) ); + } + + void Check( bool compareCalled, const std::string& location ) + { + DALI_TEST_EQUALS( called, compareCalled, TEST_INNER_LOCATION( location ) ); + } + + Actor actor; + bool visible; + DevelActor::VisibilityChange::Type type; + bool called; +}; + +struct VisibilityChangedFunctor +{ + VisibilityChangedFunctor( VisibilityChangedFunctorData& dataVar ) : data( dataVar ) { } + + void operator()( Actor actor, bool visible, DevelActor::VisibilityChange::Type type ) + { + data.actor = actor; + data.visible = visible; + data.type = type; + data.called = true; + } + + VisibilityChangedFunctorData& data; +}; + } // anonymous namespace @@ -756,11 +806,57 @@ int UtcDaliActorSetSize01(void) 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; } @@ -776,11 +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; } @@ -796,11 +901,20 @@ int UtcDaliActorSetSize03(void) 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; } @@ -816,20 +930,34 @@ 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; } @@ -845,28 +973,107 @@ int UtcDaliActorSetSizeIndividual(void) 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; } @@ -931,7 +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(); @@ -1107,28 +1314,46 @@ int UtcDaliActorSetPositionProperties(void) DALI_TEST_CHECK(vector != actor.GetCurrentPosition()); actor.SetProperty( Actor::Property::POSITION_X, vector.x ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.x, actor.GetCurrentPosition().x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), TEST_LOCATION ); actor.SetProperty( Actor::Property::POSITION_Y, vector.y ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.y, actor.GetCurrentPosition().y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< Vector3 >( Actor::Property::POSITION ).y, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, actor.GetProperty< float >( Actor::Property::POSITION_Y ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.y, 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; } @@ -1381,12 +1606,15 @@ int UtcDaliActorSetOrientationProperty(void) Actor actor = Actor::New(); actor.SetProperty( Actor::Property::ORIENTATION, rotation ); + DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 0.001, TEST_LOCATION); END_TEST; } @@ -1582,28 +1810,40 @@ int UtcDaliActorSetScaleIndividual(void) DALI_TEST_CHECK(vector != actor.GetCurrentScale()); actor.SetProperty( Actor::Property::SCALE_X, vector.x ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.x, actor.GetCurrentScale().x, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, actor.GetProperty< float >( Actor::Property::SCALE_X ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.x, 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; } @@ -1882,36 +2122,61 @@ int UtcDaliActorSetColorIndividual(void) DALI_TEST_CHECK(vector != actor.GetCurrentColor()); actor.SetProperty( Actor::Property::COLOR_RED, vector.r ); + DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION ); // flush the queue and render once application.SendNotification(); application.Render(); DALI_TEST_EQUALS( vector.r, actor.GetCurrentColor().r, TEST_LOCATION ); + DALI_TEST_EQUALS( vector.r, actor.GetProperty< float >( Actor::Property::COLOR_RED ), TEST_LOCATION ); + DALI_TEST_EQUALS( vector.r, 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; } @@ -2201,7 +2466,7 @@ int UtcDaliActorTouchedSignal(void) { TestApplication application; - gTouchCallBackCalled = false; + ResetTouchCallbacks(); // get the root layer Actor actor = Stage::GetCurrent().GetRootLayer(); @@ -2219,9 +2484,9 @@ int UtcDaliActorTouchedSignal(void) point.SetDeviceId( 1 ); point.SetState( PointState::DOWN ); point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); - Dali::Integration::TouchEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::TouchEvent touchEvent; + touchEvent.AddPoint( point ); + application.ProcessEvent( touchEvent ); DALI_TEST_CHECK( gTouchCallBackCalled == true ); END_TEST; @@ -2249,9 +2514,9 @@ int UtcDaliActorHoveredSignal(void) point.SetDeviceId( 1 ); point.SetState( PointState::MOTION ); point.SetScreenPosition( Vector2( touchPoint.x, touchPoint.y ) ); - Dali::Integration::HoverEvent event; - event.AddPoint( point ); - application.ProcessEvent( event ); + Dali::Integration::HoverEvent hoverEvent; + hoverEvent.AddPoint( point ); + application.ProcessEvent( hoverEvent ); DALI_TEST_CHECK( gHoverCallBackCalled == true ); END_TEST; @@ -2437,7 +2702,7 @@ int UtcDaliActorHitTest(void) Stage::GetCurrent().Add( actor ); - gTouchCallBackCalled = false; + ResetTouchCallbacks(); unsigned int index = 0; while( NULL != hitTestData[index] ) @@ -2473,7 +2738,7 @@ int UtcDaliActorHitTest(void) hitTestData[index]->mTouchPoint.x, hitTestData[index]->mTouchPoint.y, hitTestData[index]->mResult ); - gTouchCallBackCalled = false; + ResetTouchCallbacks(); ++index; } END_TEST; @@ -2529,6 +2794,12 @@ int UtcDaliActorSetDrawModeOverlayRender(void) 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) // b (9) @@ -2695,6 +2966,41 @@ int UtcDaliActorConstrainedToOrientation(void) 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; @@ -2850,8 +3156,8 @@ const PropertyStringIndex PROPERTY_TABLE[] = { "minimumSize", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 }, { "maximumSize", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 }, { "inheritPosition", Actor::Property::INHERIT_POSITION, Property::BOOLEAN }, - { "batchParent", Actor::Property::BATCH_PARENT, 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 @@ -2899,6 +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; } @@ -3394,6 +3710,66 @@ int UtcDaliActorDrawModePropertyAsString(void) 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"); @@ -3484,17 +3860,33 @@ int UtcDaliActorRemoveRendererP1(void) DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); - Geometry geometry = CreateQuadGeometry(); - Shader shader = CreateShader(); - Renderer renderer = Renderer::New(geometry, shader); + { + Geometry geometry = CreateQuadGeometry(); + Shader shader = CreateShader(); + Renderer renderer = Renderer::New(geometry, shader); - actor.AddRenderer( renderer ); - DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); + actor.AddRenderer( renderer ); + DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); - actor.RemoveRenderer(renderer); - DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + application.SendNotification(); + application.Render(); + } + + { + Renderer renderer = actor.GetRendererAt(0); + actor.RemoveRenderer(renderer); + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + + application.SendNotification(); + application.Render(); + } + // Call one final time to ensure that the renderer is actually removed after + // the handle goes out of scope, and excercises the deletion code path in + // scene graph and render. + application.SendNotification(); + application.Render(); END_TEST; } @@ -3513,13 +3905,19 @@ int UtcDaliActorRemoveRendererP2(void) Renderer renderer = Renderer::New(geometry, shader); actor.AddRenderer( renderer ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION ); actor.RemoveRenderer(0); - DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION ); + // Shut down whilst holding onto the renderer handle. END_TEST; } @@ -3549,20 +3947,25 @@ int UtcDaliActorRemoveRendererN(void) } // Clipping test helper functions: -Actor CreateActorWithContent() +Actor CreateActorWithContent( uint32_t width, uint32_t height) { - BufferImage image = BufferImage::New( 16u, 16u ); + 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( 16.0f, 16.0f ); + 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(); @@ -3590,7 +3993,7 @@ void CheckColorMask( TestGlAbstraction& glAbstraction, bool maskValue ) int UtcDaliActorPropertyClippingP(void) { // This test checks the clippingMode property. - tet_infoline( "Testing Actor::Property::CLIPPING_MODE P" ); + tet_infoline( "Testing Actor::Property::ClippingMode: P" ); TestApplication application; Actor actor = Actor::New(); @@ -3607,7 +4010,7 @@ int UtcDaliActorPropertyClippingP(void) DALI_TEST_EQUALS( value, ClippingMode::DISABLED, TEST_LOCATION ); } - // Check setting the property. + // Check setting the property to the stencil mode. actor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); // Check the new value was set. @@ -3620,13 +4023,25 @@ int UtcDaliActorPropertyClippingP(void) DALI_TEST_EQUALS( value, ClippingMode::CLIP_CHILDREN, TEST_LOCATION ); } - END_TEST; -} + // 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::CLIPPING_MODE N" ); + tet_infoline( "Testing Actor::Property::ClippingMode: N" ); TestApplication application; Actor actor = Actor::New(); @@ -3661,7 +4076,43 @@ int UtcDaliActorPropertyClippingN(void) int UtcDaliActorPropertyClippingActor(void) { // This test checks that an actor is correctly setup for clipping. - tet_infoline( "Testing Actor::Property::CLIPPING_MODE actor" ); + 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(); @@ -3670,7 +4121,7 @@ int UtcDaliActorPropertyClippingActor(void) size_t startIndex = 0u; // Create a clipping actor. - Actor actorDepth1Clip = CreateActorWithContent(); + Actor actorDepth1Clip = CreateActorWithContent16x16(); actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); Stage::GetCurrent().Add( actorDepth1Clip ); @@ -3691,6 +4142,19 @@ int UtcDaliActorPropertyClippingActor(void) 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; } @@ -3698,31 +4162,31 @@ 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::CLIPPING_MODE nested children" ); + 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 = CreateActorWithContent(); + Actor actorDepth1Clip = CreateActorWithContent16x16(); actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); Stage::GetCurrent().Add( actorDepth1Clip ); // Create a child actor. - Actor childDepth2 = CreateActorWithContent(); + Actor childDepth2 = CreateActorWithContent16x16(); actorDepth1Clip.Add( childDepth2 ); // Create another clipping actor. - Actor childDepth2Clip = CreateActorWithContent(); + 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 = CreateActorWithContent(); + Actor childDepth3 = CreateActorWithContent16x16(); childDepth2Clip.Add( childDepth3 ); - Actor childDepth4 = CreateActorWithContent(); + Actor childDepth4 = CreateActorWithContent16x16(); childDepth3.Add( childDepth4 ); // Gather the call trace. @@ -3772,6 +4236,280 @@ int UtcDaliActorPropertyClippingNestedChildren(void) 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. @@ -3783,7 +4521,7 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void) TraceCallStack& enabledDisableTrace = glAbstraction.GetEnableDisableTrace(); // Create a clipping actor. - Actor actorDepth1Clip = CreateActorWithContent(); + Actor actorDepth1Clip = CreateActorWithContent16x16(); actorDepth1Clip.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); Stage::GetCurrent().Add( actorDepth1Clip ); @@ -3804,5 +4542,1908 @@ int UtcDaliActorPropertyClippingActorWithRendererOverride(void) 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; }