X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Actor.cpp;h=599e1c69f88546b515bfa84360934dc9fcd3a484;hb=b85fd5868202486969d88ac155f5d49d9c982d00;hp=758765fa4de4a7bdc78b1c898dc08127ebc285ac;hpb=58d8bbd7fc6e42ee919fd98c8eb1c58bc683ef1d;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 758765f..599e1c6 100644 --- a/automated-tests/src/dali/utc-Dali-Actor.cpp +++ b/automated-tests/src/dali/utc-Dali-Actor.cpp @@ -18,6 +18,7 @@ #include "assert.h" #include #include +#include // For FLT_MAX #include #include #include @@ -40,9 +41,7 @@ void utc_dali_actor_cleanup(void) namespace { - bool gTouchCallBackCalled=false; -bool gTouchCallBack2Called=false; bool gHoverCallBackCalled=false; /** @@ -57,7 +56,6 @@ int SimulateTouchForSetOverlayHitTest(TestApplication& app) app.Render(1); gTouchCallBackCalled = false; - gTouchCallBack2Called = false; // simulate a touch event Dali::TouchPoint point( 0, TouchPoint::Down, 25.0f, 25.0f ); @@ -77,10 +75,9 @@ static bool gTestConstraintCalled; struct TestConstraint { - Vector4 operator()(const Vector4& color) + void operator()( Vector4& color, const PropertyInputContainer& /* inputs */ ) { gTestConstraintCalled = true; - return Vector4(color.x, color.y, color.z, 0.1f); } }; @@ -98,34 +95,15 @@ struct TestConstraintRef { } - T operator()(const T& current) + void operator()( T& current, const PropertyInputContainer& /* inputs */ ) { mResultRef = mValue; - return current; } unsigned int& mResultRef; unsigned int mValue; }; -bool wasConstraintCallbackCalled1 = false; -void TestConstraintCallback1( ActiveConstraint& constraint ) -{ - wasConstraintCallbackCalled1 = true; -} - -bool wasConstraintCallbackCalled2 = false; -void TestConstraintCallback2( ActiveConstraint& constraint ) -{ - wasConstraintCallbackCalled2 = true; -} - -bool wasConstraintCallbackCalled3 = false; -void TestConstraintCallback3( ActiveConstraint& constraint ) -{ - wasConstraintCallbackCalled3 = true; -} - static bool TestCallback(Actor actor, const TouchEvent& event) { gTouchCallBackCalled = true; @@ -133,13 +111,6 @@ static bool TestCallback(Actor actor, const TouchEvent& event) END_TEST; } -static bool TestCallback2(Actor actor, const TouchEvent& event) -{ - gTouchCallBack2Called = true; - return false; - END_TEST; -} - static bool TestCallback3(Actor actor, const HoverEvent& event) { gHoverCallBackCalled = true; @@ -175,18 +146,25 @@ struct PositionComponentConstraint { PositionComponentConstraint(){} - Vector3 operator()(const Vector3& current, const PropertyInput& property) + void operator()( Vector3& pos, const PropertyInputContainer& inputs ) { - const Matrix& m = property.GetMatrix(); - Vector3 pos; + const Matrix& m = inputs[0]->GetMatrix(); Vector3 scale; Quaternion rot; m.GetTransformComponents(pos, rot, scale); - return pos; } }; +// OnRelayout +static bool gOnRelayoutCallBackCalled = 0; +static std::vector< std::string > gActorNamesRelayout; + +void OnRelayoutCallback( Actor actor ) +{ + ++gOnRelayoutCallBackCalled; + gActorNamesRelayout.push_back( actor.GetName() ); +} } // anonymous namespace @@ -203,7 +181,7 @@ int UtcDaliActorNew(void) } //& purpose: Testing Dali::Actor::DownCast() -int UtcDaliActorDownCast(void) +int UtcDaliActorDownCastP(void) { TestApplication application; tet_infoline("Testing Dali::Actor::DownCast()"); @@ -216,7 +194,7 @@ int UtcDaliActorDownCast(void) } //& purpose: Testing Dali::Actor::DownCast() -int UtcDaliActorDownCast2(void) +int UtcDaliActorDownCastN(void) { TestApplication application; tet_infoline("Testing Dali::Actor::DownCast()"); @@ -320,7 +298,7 @@ int UtcDaliActorGetLayer(void) END_TEST; } -int UtcDaliActorAdd(void) +int UtcDaliActorAddP(void) { tet_infoline("Testing Actor::Add"); TestApplication application; @@ -354,6 +332,19 @@ int UtcDaliActorAdd(void) parent2.Add( child ); DALI_TEST_EQUALS( parent2.GetChildCount(), 1u, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliActorAddN(void) +{ + tet_infoline("Testing Actor::Add"); + TestApplication application; + + Actor child = Actor::New(); + + Actor parent2 = Actor::New(); + parent2.Add( child ); + // try illegal Add try { @@ -411,6 +402,7 @@ int UtcDaliActorAdd(void) tet_printf("Assertion test failed - wrong Exception\n" ); tet_result(TET_FAIL); } + END_TEST; } @@ -441,7 +433,7 @@ int UtcDaliActorInsert(void) } -int UtcDaliActorRemove01(void) +int UtcDaliActorRemoveN(void) { tet_infoline("Testing Actor::Remove"); TestApplication application; @@ -462,24 +454,10 @@ int UtcDaliActorRemove01(void) // add child back parent.Add(child); - // try illegal Remove - try - { - parent.Remove( parent ); - tet_printf("Assertion test failed - no Exception\n" ); - tet_result(TET_FAIL); - } - catch(Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "this != &child", TEST_LOCATION); - DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION ); - } - catch(...) - { - tet_printf("Assertion test failed - wrong Exception\n" ); - tet_result(TET_FAIL); - } + DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION ); + // try Remove self, its a no-op + parent.Remove( parent ); + DALI_TEST_EQUALS( parent.GetChildCount(), 1u, TEST_LOCATION ); // try Remove empty try @@ -503,7 +481,7 @@ int UtcDaliActorRemove01(void) END_TEST; } -int UtcDaliActorRemove02(void) +int UtcDaliActorRemoveP(void) { TestApplication application; @@ -834,19 +812,19 @@ int UtcDaliActorGetCurrentSizeImmediate(void) Actor actor = Actor::New(); Vector3 vector(100.0f, 100.0f, 20.0f); - DALI_TEST_CHECK(vector != actor.GetSize()); + DALI_TEST_CHECK(vector != actor.GetTargetSize()); DALI_TEST_CHECK(vector != actor.GetCurrentSize()); actor.SetSize(vector); - DALI_TEST_CHECK(vector == actor.GetSize()); + DALI_TEST_CHECK(vector == actor.GetTargetSize()); DALI_TEST_CHECK(vector != actor.GetCurrentSize()); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_CHECK(vector == actor.GetSize()); + DALI_TEST_CHECK(vector == actor.GetTargetSize()); DALI_TEST_CHECK(vector == actor.GetCurrentSize()); // Animation @@ -854,9 +832,9 @@ int UtcDaliActorGetCurrentSizeImmediate(void) const float durationSeconds = 2.0f; Animation animation = Animation::New( durationSeconds ); const Vector3 targetValue( 10.0f, 20.0f, 30.0f ); - animation.AnimateTo( Property( actor, Actor::SIZE ), targetValue ); + animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetValue ); - DALI_TEST_CHECK( actor.GetSize() == targetValue ); + DALI_TEST_CHECK( actor.GetTargetSize() == targetValue ); // Start the animation animation.Play(); @@ -864,7 +842,7 @@ int UtcDaliActorGetCurrentSizeImmediate(void) application.SendNotification(); application.Render( static_cast( durationSeconds * 1000.0f ) ); - DALI_TEST_CHECK( actor.GetSize() == targetValue ); + DALI_TEST_CHECK( actor.GetTargetSize() == targetValue ); END_TEST; } @@ -904,7 +882,7 @@ int UtcDaliActorSetPosition01(void) application.Render(); DALI_TEST_EQUALS( Vector3( 1.0f, 1.1f, 1.2f ), actor.GetCurrentPosition(), TEST_LOCATION ); - actor.MoveBy( Vector3( 0.1f, 0.1f, 0.1f ) ); + actor.TranslateBy( Vector3( 0.1f, 0.1f, 0.1f ) ); // flush the queue and render once application.SendNotification(); application.Render(); @@ -1022,7 +1000,7 @@ int UtcDaliActorSetZ(void) END_TEST; } -int UtcDaliActorMoveBy(void) +int UtcDaliActorTranslateBy(void) { TestApplication application; @@ -1039,7 +1017,7 @@ int UtcDaliActorMoveBy(void) DALI_TEST_CHECK(vector == actor.GetCurrentPosition()); - actor.MoveBy(vector); + actor.TranslateBy(vector); // flush the queue and render once application.SendNotification(); @@ -1165,56 +1143,56 @@ int UtcDaliActorInheritPosition(void) END_TEST; } -// SetRotation(float angleRadians, Vector3 axis) -int UtcDaliActorSetRotation01(void) +// SetOrientation(float angleRadians, Vector3 axis) +int UtcDaliActorSetOrientation01(void) { TestApplication application; - Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f)); + Quaternion rotation( Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f)); Actor actor = Actor::New(); - actor.SetRotation(rotation); + actor.SetOrientation(rotation); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); END_TEST; } -int UtcDaliActorSetRotation02(void) +int UtcDaliActorSetOrientation02(void) { TestApplication application; Actor actor = Actor::New(); - float angle = 0.785f; + Radian angle( 0.785f ); Vector3 axis(1.0f, 1.0f, 0.0f); - actor.SetRotation(Radian( angle ), axis); + actor.SetOrientation( angle, axis); Quaternion rotation( angle, axis ); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); Stage::GetCurrent().Add( actor ); actor.RotateBy( Degree( 360 ), axis); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); - actor.SetRotation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) ); - Quaternion result( 0, Vector3( 1.0f, 0.0f, 0.0f ) ); + actor.SetOrientation( Degree( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) ); + Quaternion result( Radian( 0 ), Vector3( 1.0f, 0.0f, 0.0f ) ); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( result, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS( result, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); - actor.SetRotation(Radian( angle ), axis); + actor.SetOrientation( angle, axis); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); Stage::GetCurrent().Remove( actor ); END_TEST; @@ -1227,20 +1205,20 @@ int UtcDaliActorRotateBy01(void) Actor actor = Actor::New(); - float angle = M_PI * 0.25f; - actor.RotateBy(Radian( angle ), Vector3::ZAXIS); + Radian angle( M_PI * 0.25f ); + actor.RotateBy(( angle ), Vector3::ZAXIS); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(Quaternion(M_PI*0.25f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(Quaternion( angle, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); Stage::GetCurrent().Add( actor ); - actor.RotateBy(Radian( angle ), Vector3::ZAXIS); + actor.RotateBy( angle, Vector3::ZAXIS); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); Stage::GetCurrent().Remove( actor ); END_TEST; @@ -1253,36 +1231,37 @@ int UtcDaliActorRotateBy02(void) Actor actor = Actor::New(); - Quaternion rotation(M_PI*0.25f, Vector3::ZAXIS); + Radian angle( M_PI * 0.25f ); + Quaternion rotation(angle, Vector3::ZAXIS); actor.RotateBy(rotation); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); actor.RotateBy(rotation); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(Quaternion(M_PI*0.5f, Vector3::ZAXIS), actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(Quaternion(angle * 2.0f, Vector3::ZAXIS), actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); END_TEST; } -int UtcDaliActorGetCurrentRotation(void) +int UtcDaliActorGetCurrentOrientation(void) { TestApplication application; Actor actor = Actor::New(); - Quaternion rotation(0.785f, Vector3(1.0f, 1.0f, 0.0f)); - actor.SetRotation(rotation); + Quaternion rotation(Radian(0.785f), Vector3(1.0f, 1.0f, 0.0f)); + actor.SetOrientation(rotation); // flush the queue and render once application.SendNotification(); application.Render(); - DALI_TEST_EQUALS(rotation, actor.GetCurrentRotation(), 0.001, TEST_LOCATION); + DALI_TEST_EQUALS(rotation, actor.GetCurrentOrientation(), 0.001, TEST_LOCATION); END_TEST; } -int UtcDaliActorGetCurrentWorldRotation(void) +int UtcDaliActorGetCurrentWorldOrientation(void) { tet_infoline("Testing Actor::GetCurrentWorldRotation"); TestApplication application; @@ -1290,36 +1269,36 @@ int UtcDaliActorGetCurrentWorldRotation(void) Actor parent = Actor::New(); Radian rotationAngle( Degree(90.0f) ); Quaternion rotation( rotationAngle, Vector3::YAXIS ); - parent.SetRotation( rotation ); + parent.SetOrientation( rotation ); Stage::GetCurrent().Add( parent ); Actor child = Actor::New(); - child.SetRotation( rotation ); + child.SetOrientation( rotation ); parent.Add( child ); // The actors should not have a world rotation yet - DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion(0.0f, Vector3::YAXIS), 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), 0.001, TEST_LOCATION ); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( parent.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentRotation(), rotation, 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( parent.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentOrientation(), rotation, 0.001, TEST_LOCATION ); // The actors should have a world rotation now - DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), Quaternion( rotationAngle * 2.0f, Vector3::YAXIS ), 0.001, TEST_LOCATION ); // turn off child rotation inheritance - child.SetInheritRotation( false ); - DALI_TEST_EQUALS( child.IsRotationInherited(), false, TEST_LOCATION ); + child.SetInheritOrientation( false ); + DALI_TEST_EQUALS( child.IsOrientationInherited(), false, TEST_LOCATION ); application.SendNotification(); application.Render(0); // The actors should have a world rotation now - DALI_TEST_EQUALS( parent.GetCurrentWorldRotation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION ); - DALI_TEST_EQUALS( child.GetCurrentWorldRotation(), rotation, 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( parent.GetCurrentWorldOrientation(), Quaternion( rotationAngle, Vector3::YAXIS ), 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( child.GetCurrentWorldOrientation(), rotation, 0.001, TEST_LOCATION ); END_TEST; } @@ -1561,7 +1540,7 @@ int UtcDaliActorSetOpacity(void) DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.4f, TEST_LOCATION ); // change opacity, actor is on stage to change is not immediate - actor.OpacityBy( 0.1f ); + actor.SetOpacity( actor.GetCurrentOpacity() + 0.1f ); // flush the queue and render once application.SendNotification(); application.Render(); @@ -1579,7 +1558,7 @@ int UtcDaliActorSetOpacity(void) DALI_TEST_EQUALS(actor.GetCurrentOpacity(), 0.9f, TEST_LOCATION ); // change opacity, actor is on stage to change is not immediate - actor.OpacityBy( -0.9f ); + actor.SetOpacity( actor.GetCurrentOpacity() - 0.9f ); // flush the queue and render once application.SendNotification(); application.Render(); @@ -1639,7 +1618,7 @@ int UtcDaliActorSetColor(void) application.Render(); DALI_TEST_CHECK(color == actor.GetCurrentColor()); - actor.ColorBy( Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) ); + actor.SetColor( actor.GetCurrentColor() + Vector4( -0.4f, -0.5f, -0.6f, -0.4f ) ); // flush the queue and render once application.SendNotification(); application.Render(); @@ -1652,7 +1631,7 @@ int UtcDaliActorSetColor(void) application.Render(); DALI_TEST_EQUALS( color, actor.GetCurrentColor(), TEST_LOCATION ); - actor.ColorBy( Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) ); + actor.SetColor( actor.GetCurrentColor() + Vector4( 1.1f, 1.1f, 1.1f, 1.1f ) ); // flush the queue and render once application.SendNotification(); application.Render(); @@ -1831,225 +1810,6 @@ int UtcDaliActorIsKeyboardFocusable(void) END_TEST; } - -int UtcDaliActorApplyConstraint(void) -{ - TestApplication application; - - gTestConstraintCalled = false; - - Actor actor = Actor::New(); - - Constraint constraint = Constraint::New( Actor::COLOR, TestConstraint() ); - actor.ApplyConstraint(constraint); - - DALI_TEST_CHECK( gTestConstraintCalled == false ); - // add to stage - Stage::GetCurrent().Add( actor ); - - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_CHECK( gTestConstraintCalled == true ); - END_TEST; -} - - -int UtcDaliActorApplyConstraintAppliedCallback(void) -{ - TestApplication application; - - // Build a reusable constraint - - Actor parent = Actor::New(); - Vector3 parentSize( 100.0f, 100.0f, 100.0f ); - parent.SetSize( parentSize ); - Stage::GetCurrent().Add( parent ); - - Constraint constraint = Constraint::New( Actor::SIZE, - Source( parent, Actor::SIZE ), - EqualToConstraint() ); - - // Create some child actors - - Actor child1 = Actor::New(); - parent.Add( child1 ); - - Actor child2 = Actor::New(); - parent.Add( child2 ); - - Actor child3 = Actor::New(); - parent.Add( child3 ); - - // Apply constraint with different timings - everything should be finished after 10 seconds - - wasConstraintCallbackCalled1 = false; - wasConstraintCallbackCalled2 = false; - wasConstraintCallbackCalled3 = false; - - constraint.SetApplyTime( 5.0f ); - ActiveConstraint activeConstraint1 = child1.ApplyConstraint( constraint ); - activeConstraint1.AppliedSignal().Connect( TestConstraintCallback1 ); - - constraint.SetApplyTime( 10.0f ); - ActiveConstraint activeConstraint2 = child2.ApplyConstraint( constraint ); - activeConstraint2.AppliedSignal().Connect( TestConstraintCallback2 ); - - constraint.SetApplyTime( TimePeriod( 2.0f/*delay*/, 5.0f/*duration*/ ) ); - ActiveConstraint activeConstraint3 = child3.ApplyConstraint( constraint ); - activeConstraint3.AppliedSignal().Connect( TestConstraintCallback3 ); - - // Check event-side size - DALI_TEST_EQUALS( child1.GetSize(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( child2.GetSize(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( child3.GetSize(), Vector3::ZERO, TEST_LOCATION ); - - DALI_TEST_EQUALS( child1.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( child2.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( child3.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); - - application.SendNotification(); - - application.Render(static_cast(1000.0f)); // 1 elapsed second - - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // 1 / 5 * 100 = 20% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.10f, TEST_LOCATION ); // 1 / 10 * 100 = 10% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.00f, TEST_LOCATION ); // 0% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 2 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // 2 / 5 * 100 = 40% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // 2 / 10 * 100 = 20% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.00f, TEST_LOCATION ); // 0% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 3 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // 3 / 5 * 100 = 60% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.30f, TEST_LOCATION ); // 3 / 10 * 100 = 30% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.20f, TEST_LOCATION ); // (3 - 2) / 5 * 100 = 20% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 4 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // 4 / 5 * 100 = 80% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // 4 / 10 * 100 = 40% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.40f, TEST_LOCATION ); // (4 - 2) / 5 * 100 = 40% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 5 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // 5 / 5 * 100 = 100% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.50f, TEST_LOCATION ); // 5 / 10 * 100 = 50% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // (5 - 2) / 5 * 100 = 60% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 6 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% (signal 1 should fire) - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.60f, TEST_LOCATION ); // 6 / 10 * 100 = 60% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // (6 - 2) / 5 * 100 = 80% - - // 1st signal should have fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, true, TEST_LOCATION ); - wasConstraintCallbackCalled1 = false; - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 7 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.70f, TEST_LOCATION ); // 7 / 10 * 100 = 70% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); // (7 - 2) / 5 * 100 = 100% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f)); // 8 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.80f, TEST_LOCATION ); // 8 / 10 * 100 = 80% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% (signal 3 should fire) - - // 3rd signal should have fired - application.SendNotification(); - - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, true, TEST_LOCATION ); - wasConstraintCallbackCalled3 = false; - - application.Render(static_cast(1000.0f)); // 9 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize*0.90f, TEST_LOCATION ); // 9 / 10 * 100 = 90% - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - - // Check signals have not fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(static_cast(1000.0f + 1.0f)); // over 10 elapsed seconds - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% (signal 2 should fire) - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); // Past 100% - - // 2nd signal should have fired - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, true, TEST_LOCATION ); - wasConstraintCallbackCalled2 = false; - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - // Check that nothing has changed after a couple of buffer swaps - - application.Render(0); - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize, TEST_LOCATION ); - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); - - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - - application.Render(0); - DALI_TEST_EQUALS( child1.GetCurrentSize(), parentSize, TEST_LOCATION ); - DALI_TEST_EQUALS( child2.GetCurrentSize(), parentSize, TEST_LOCATION ); - DALI_TEST_EQUALS( child3.GetCurrentSize(), parentSize, TEST_LOCATION ); - - application.SendNotification(); - DALI_TEST_EQUALS( wasConstraintCallbackCalled1, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled2, false, TEST_LOCATION ); - DALI_TEST_EQUALS( wasConstraintCallbackCalled3, false, TEST_LOCATION ); - END_TEST; -} - int UtcDaliActorRemoveConstraints(void) { tet_infoline(" UtcDaliActorRemoveConstraints"); @@ -2059,14 +1819,14 @@ int UtcDaliActorRemoveConstraints(void) Actor actor = Actor::New(); - Constraint constraint = Constraint::New( Actor::COLOR, TestConstraint() ); - actor.ApplyConstraint(constraint); + Constraint constraint = Constraint::New( actor, Actor::Property::COLOR, TestConstraint() ); + constraint.Apply(); actor.RemoveConstraints(); DALI_TEST_CHECK( gTestConstraintCalled == false ); Stage::GetCurrent().Add( actor ); - actor.ApplyConstraint(constraint); + constraint.Apply(); // flush the queue and render once application.SendNotification(); @@ -2078,81 +1838,6 @@ int UtcDaliActorRemoveConstraints(void) END_TEST; } -int UtcDaliActorRemoveConstraint(void) -{ - tet_infoline(" UtcDaliActorRemoveConstraint"); - TestApplication application; - - Actor actor = Actor::New(); - - // 1. Apply Constraint1 and Constraint2, and test... - unsigned int result1 = 0u; - unsigned int result2 = 0u; - ActiveConstraint activeConstraint1 = actor.ApplyConstraint( Constraint::New( Actor::COLOR, TestConstraintRef(result1, 1) ) ); - ActiveConstraint activeConstraint2 = actor.ApplyConstraint( Constraint::New( Actor::COLOR, TestConstraintRef(result2, 2) ) ); - - Stage::GetCurrent().Add( actor ); - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION ); - DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION ); - - // 2. Remove Constraint1 and test... - result1 = 0; - result2 = 0; - actor.RemoveConstraint(activeConstraint1); - // make color property dirty, which will trigger constraints to be reapplied. - actor.SetColor( Color::WHITE ); - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION ); ///< constraint 1 should not apply now. - DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION ); - - // 3. Re-Apply Constraint1 and test... - result1 = 0; - result2 = 0; - activeConstraint1 = actor.ApplyConstraint( Constraint::New( Actor::COLOR, TestConstraintRef(result1, 1) ) ); - // make color property dirty, which will trigger constraints to be reapplied. - actor.SetColor( Color::WHITE ); - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION ); - DALI_TEST_EQUALS( result2, 2u, TEST_LOCATION ); - - // 2. Remove Constraint2 and test... - result1 = 0; - result2 = 0; - actor.RemoveConstraint(activeConstraint2); - // make color property dirty, which will trigger constraints to be reapplied. - actor.SetColor( Color::WHITE ); - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( result1, 1u, TEST_LOCATION ); - DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now. - - // 2. Remove Constraint1 as well and test... - result1 = 0; - result2 = 0; - actor.RemoveConstraint(activeConstraint1); - // make color property dirty, which will trigger constraints to be reapplied. - actor.SetColor( Color::WHITE ); - // flush the queue and render once - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( result1, 0u, TEST_LOCATION ); ///< constraint 1 should not apply now. - DALI_TEST_EQUALS( result2, 0u, TEST_LOCATION ); ///< constraint 2 should not apply now. - END_TEST; -} - int UtcDaliActorRemoveConstraintTag(void) { tet_infoline(" UtcDaliActorRemoveConstraintTag"); @@ -2165,14 +1850,14 @@ int UtcDaliActorRemoveConstraintTag(void) unsigned int result2 = 0u; unsigned constraint1Tag = 1u; - Constraint constraint1 = Constraint::New( Actor::COLOR, TestConstraintRef(result1, 1) ); + Constraint constraint1 = Constraint::New( actor, Actor::Property::COLOR, TestConstraintRef(result1, 1) ); constraint1.SetTag( constraint1Tag ); - actor.ApplyConstraint( constraint1 ); + constraint1.Apply(); unsigned constraint2Tag = 2u; - Constraint constraint2 = Constraint::New( Actor::COLOR, TestConstraintRef(result2, 2) ); + Constraint constraint2 = Constraint::New( actor, Actor::Property::COLOR, TestConstraintRef(result2, 2) ); constraint2.SetTag( constraint2Tag ); - actor.ApplyConstraint( constraint2 ); + constraint2.Apply(); Stage::GetCurrent().Add( actor ); // flush the queue and render once @@ -2198,7 +1883,7 @@ int UtcDaliActorRemoveConstraintTag(void) // 3. Re-Apply Constraint1 and test... result1 = 0; result2 = 0; - actor.ApplyConstraint( constraint1 ); + constraint1.Apply(); // make color property dirty, which will trigger constraints to be reapplied. actor.SetColor( Color::WHITE ); // flush the queue and render once @@ -2290,46 +1975,6 @@ int UtcDaliActorHoveredSignal(void) END_TEST; } -int UtcDaliActorSetSizeSignal(void) -{ - TestApplication application; - - Actor actor = Actor::New(); - actor.SetSizeSignal().Connect( SetSizeCallback ); - - gSetSize.x = gSetSize.y = gSetSize.z = 0.0f; - gSetSizeCallBackCalled = false; - Vector2 size2d( 1.0f, 2.0f ); - actor.SetSize( size2d ); - DALI_TEST_CHECK( gSetSizeCallBackCalled == true ); - // SetSize with Vector2 sets depth to be the minimum of width & height - DALI_TEST_EQUALS( Vector3( 1.0f, 2.0f, 1.0f ), gSetSize, TEST_LOCATION ); - - gSetSize.x = gSetSize.y = gSetSize.z = 0.0f; - gSetSizeCallBackCalled = false; - actor.SetSize( 22.0f, 11.0f ); - DALI_TEST_CHECK( gSetSizeCallBackCalled == true ); - // SetSize with Vector2 sets depth to be the minimum of width & height - DALI_TEST_EQUALS( Vector3( 22.0f, 11.0f, 11.0f ), gSetSize, TEST_LOCATION ); - - gSetSize.x = gSetSize.y = gSetSize.z = 0.0f; - gSetSizeCallBackCalled = false; - Vector3 size( 3.0f, 4.0f, 5.0f ); - actor.SetSize( size ); - DALI_TEST_CHECK( gSetSizeCallBackCalled == true ); - DALI_TEST_EQUALS( size, gSetSize, TEST_LOCATION ); - - // add actor to stage to see that signal still works - Stage::GetCurrent().Add( actor ); - - gSetSize.x = gSetSize.y = gSetSize.z = 0.0f; - gSetSizeCallBackCalled = false; - actor.SetSize( -1.0f, -2.0f, -3.0f ); - DALI_TEST_CHECK( gSetSizeCallBackCalled == true ); - DALI_TEST_EQUALS( Vector3( -1.0f, -2.0f, -3.0f ), gSetSize, TEST_LOCATION ); - END_TEST; -} - int UtcDaliActorOnOffStageSignal(void) { tet_infoline("Testing Dali::Actor::OnStageSignal() and OffStageSignal()"); @@ -2447,35 +2092,6 @@ int UtcDaliActorFindChildByName(void) END_TEST; } -int UtcDaliActorFindChildByAlias(void) -{ - tet_infoline("Testing Dali::Actor::FindChildByAlias()"); - TestApplication application; - - Actor parent = Actor::New(); - parent.SetName( "parent" ); - Actor first = Actor::New(); - first .SetName( "first" ); - Actor second = Actor::New(); - second.SetName( "second" ); - - parent.Add(first); - first.Add(second); - - Actor found = parent.FindChildByAlias( "foo" ); - DALI_TEST_CHECK( !found ); - - found = parent.FindChildByAlias( "parent" ); - DALI_TEST_CHECK( found == parent ); - - found = parent.FindChildByAlias( "first" ); - DALI_TEST_CHECK( found == first ); - - found = parent.FindChildByAlias( "second" ); - DALI_TEST_CHECK( found == second ); - END_TEST; -} - int UtcDaliActorFindChildById(void) { tet_infoline("Testing Dali::Actor::UtcDaliActorFindChildById()"); @@ -2628,9 +2244,9 @@ int UtcDaliActorSetDrawModeOverlayRender(void) ids.push_back( 10 ); // third rendered actor app.GetGlAbstraction().SetNextTextureIds( ids ); - BitmapImage imageA = BitmapImage::New(16, 16); - BitmapImage imageB = BitmapImage::New(16, 16); - BitmapImage imageC = BitmapImage::New(16, 16); + BufferImage imageA = BufferImage::New(16, 16); + BufferImage imageB = BufferImage::New(16, 16); + BufferImage imageC = BufferImage::New(16, 16); ImageActor a = ImageActor::New( imageA ); ImageActor b = ImageActor::New( imageB ); ImageActor c = ImageActor::New( imageC ); @@ -2679,89 +2295,6 @@ int UtcDaliActorSetDrawModeOverlayRender(void) END_TEST; } - -int UtcDaliActorSetDrawModeOverlayHitTest(void) -{ - TestApplication app; - tet_infoline(" UtcDaliActorSetDrawModeOverlayHitTest"); - - BitmapImage imageA = BitmapImage::New(16, 16); - BitmapImage imageB = BitmapImage::New(16, 16); - ImageActor a = ImageActor::New( imageA ); - ImageActor b = ImageActor::New( imageB ); - - // Render a,b as regular non-overlays. so order will be: - Stage::GetCurrent().Add(a); - Stage::GetCurrent().Add(b); - - a.SetSize(Vector2(100.0f, 100.0f)); - b.SetSize(Vector2(100.0f, 100.0f)); - - // position b overlapping a. (regular non-overlays) - // hit test at point 'x' - // -------- - // | | - // | a | - // | -------- - // | |x | - // | | | - // ----| | - // | b | - // | | - // -------- - // note: b is on top, because it's Z position is higher. - a.SetPosition(Vector3(0.0f, 0.0f, 0.0f)); - b.SetPosition(Vector3(50.0f, 50.0f, 1.0f)); - - // connect to their touch signals - a.TouchedSignal().Connect(TestCallback); - b.TouchedSignal().Connect(TestCallback2); - - a.SetDrawMode( DrawMode::NORMAL ); - b.SetDrawMode( DrawMode::NORMAL ); - SimulateTouchForSetOverlayHitTest(app); - - DALI_TEST_CHECK( gTouchCallBackCalled == false ); - DALI_TEST_CHECK( gTouchCallBack2Called == true ); - // Make Actor a an overlay. - // -------- - // | | - // | a | - // | |---- - // | x | | - // | | | - // -------- | - // | b | - // | | - // -------- - // note: a is on top, because it is an overlay. - a.SetDrawMode( DrawMode::OVERLAY ); - b.SetDrawMode( DrawMode::NORMAL ); - SimulateTouchForSetOverlayHitTest(app); - - DALI_TEST_CHECK( gTouchCallBackCalled == true ); - DALI_TEST_CHECK( gTouchCallBack2Called == false ); - // Make both Actors as overlays - // -------- - // | | - // | a | - // | -------- - // | |x | - // | | | - // ----| | - // | b | - // | | - // -------- - // note: b is on top, because it is the 2nd child in the hierarchy. - a.SetDrawMode( DrawMode::OVERLAY ); - b.SetDrawMode( DrawMode::OVERLAY ); - SimulateTouchForSetOverlayHitTest(app); - - DALI_TEST_CHECK( gTouchCallBackCalled == false ); - DALI_TEST_CHECK( gTouchCallBack2Called == true ); - END_TEST; -} - int UtcDaliActorGetCurrentWorldMatrix(void) { TestApplication app; @@ -2775,7 +2308,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void) Quaternion parentRotation(rotationAngle, Vector3::ZAXIS); Vector3 parentScale( 1.0f, 2.0f, 3.0f ); parent.SetPosition( parentPosition ); - parent.SetRotation( parentRotation ); + parent.SetOrientation( parentRotation ); parent.SetScale( parentScale ); Stage::GetCurrent().Add( parent ); @@ -2786,7 +2319,7 @@ int UtcDaliActorGetCurrentWorldMatrix(void) Quaternion childRotation( childRotationAngle, Vector3::YAXIS ); Vector3 childScale( 2.0f, 2.0f, 2.0f ); child.SetPosition( childPosition ); - child.SetRotation( childRotation ); + child.SetOrientation( childRotation ); child.SetScale( childScale ); parent.Add( child ); @@ -2829,14 +2362,15 @@ int UtcDaliActorConstrainedToWorldMatrix(void) Quaternion parentRotation(rotationAngle, Vector3::ZAXIS); Vector3 parentScale( 1.0f, 2.0f, 3.0f ); parent.SetPosition( parentPosition ); - parent.SetRotation( parentRotation ); + parent.SetOrientation( parentRotation ); parent.SetScale( parentScale ); Stage::GetCurrent().Add( parent ); Actor child = Actor::New(); child.SetParentOrigin(ParentOrigin::CENTER); - Constraint posConstraint = Constraint::New( Actor::POSITION, Source( parent, Actor::WORLD_MATRIX), PositionComponentConstraint() ); - child.ApplyConstraint(posConstraint); + Constraint posConstraint = Constraint::New( child, Actor::Property::POSITION, PositionComponentConstraint() ); + posConstraint.AddSource( Source( parent, Actor::Property::WORLD_MATRIX ) ); + posConstraint.Apply(); Stage::GetCurrent().Add( child ); @@ -2967,49 +2501,58 @@ struct PropertyStringIndex const PropertyStringIndex PROPERTY_TABLE[] = { - { "parent-origin", Actor::PARENT_ORIGIN, Property::VECTOR3 }, - { "parent-origin-x", Actor::PARENT_ORIGIN_X, Property::FLOAT }, - { "parent-origin-y", Actor::PARENT_ORIGIN_Y, Property::FLOAT }, - { "parent-origin-z", Actor::PARENT_ORIGIN_Z, Property::FLOAT }, - { "anchor-point", Actor::ANCHOR_POINT, Property::VECTOR3 }, - { "anchor-point-x", Actor::ANCHOR_POINT_X, Property::FLOAT }, - { "anchor-point-y", Actor::ANCHOR_POINT_Y, Property::FLOAT }, - { "anchor-point-z", Actor::ANCHOR_POINT_Z, Property::FLOAT }, - { "size", Actor::SIZE, Property::VECTOR3 }, - { "size-width", Actor::SIZE_WIDTH, Property::FLOAT }, - { "size-height", Actor::SIZE_HEIGHT, Property::FLOAT }, - { "size-depth", Actor::SIZE_DEPTH, Property::FLOAT }, - { "position", Actor::POSITION, Property::VECTOR3 }, - { "position-x", Actor::POSITION_X, Property::FLOAT }, - { "position-y", Actor::POSITION_Y, Property::FLOAT }, - { "position-z", Actor::POSITION_Z, Property::FLOAT }, - { "world-position", Actor::WORLD_POSITION, Property::VECTOR3 }, - { "world-position-x", Actor::WORLD_POSITION_X, Property::FLOAT }, - { "world-position-y", Actor::WORLD_POSITION_Y, Property::FLOAT }, - { "world-position-z", Actor::WORLD_POSITION_Z, Property::FLOAT }, - { "rotation", Actor::ROTATION, Property::ROTATION }, - { "world-rotation", Actor::WORLD_ROTATION, Property::ROTATION }, - { "scale", Actor::SCALE, Property::VECTOR3 }, - { "scale-x", Actor::SCALE_X, Property::FLOAT }, - { "scale-y", Actor::SCALE_Y, Property::FLOAT }, - { "scale-z", Actor::SCALE_Z, Property::FLOAT }, - { "world-scale", Actor::WORLD_SCALE, Property::VECTOR3 }, - { "visible", Actor::VISIBLE, Property::BOOLEAN }, - { "color", Actor::COLOR, Property::VECTOR4 }, - { "color-red", Actor::COLOR_RED, Property::FLOAT }, - { "color-green", Actor::COLOR_GREEN, Property::FLOAT }, - { "color-blue", Actor::COLOR_BLUE, Property::FLOAT }, - { "color-alpha", Actor::COLOR_ALPHA, Property::FLOAT }, - { "world-color", Actor::WORLD_COLOR, Property::VECTOR4 }, - { "world-matrix", Actor::WORLD_MATRIX, Property::MATRIX }, - { "name", Actor::NAME, Property::STRING }, - { "sensitive", Actor::SENSITIVE, Property::BOOLEAN }, - { "leave-required", Actor::LEAVE_REQUIRED, Property::BOOLEAN }, - { "inherit-rotation", Actor::INHERIT_ROTATION, Property::BOOLEAN }, - { "inherit-scale", Actor::INHERIT_SCALE, Property::BOOLEAN }, - { "color-mode", Actor::COLOR_MODE, Property::STRING }, - { "position-inheritance", Actor::POSITION_INHERITANCE, Property::STRING }, - { "draw-mode", Actor::DRAW_MODE, Property::STRING }, + { "parent-origin", Actor::Property::PARENT_ORIGIN, Property::VECTOR3 }, + { "parent-origin-x", Actor::Property::PARENT_ORIGIN_X, Property::FLOAT }, + { "parent-origin-y", Actor::Property::PARENT_ORIGIN_Y, Property::FLOAT }, + { "parent-origin-z", Actor::Property::PARENT_ORIGIN_Z, Property::FLOAT }, + { "anchor-point", Actor::Property::ANCHOR_POINT, Property::VECTOR3 }, + { "anchor-point-x", Actor::Property::ANCHOR_POINT_X, Property::FLOAT }, + { "anchor-point-y", Actor::Property::ANCHOR_POINT_Y, Property::FLOAT }, + { "anchor-point-z", Actor::Property::ANCHOR_POINT_Z, Property::FLOAT }, + { "size", Actor::Property::SIZE, Property::VECTOR3 }, + { "size-width", Actor::Property::SIZE_WIDTH, Property::FLOAT }, + { "size-height", Actor::Property::SIZE_HEIGHT, Property::FLOAT }, + { "size-depth", Actor::Property::SIZE_DEPTH, Property::FLOAT }, + { "position", Actor::Property::POSITION, Property::VECTOR3 }, + { "position-x", Actor::Property::POSITION_X, Property::FLOAT }, + { "position-y", Actor::Property::POSITION_Y, Property::FLOAT }, + { "position-z", Actor::Property::POSITION_Z, Property::FLOAT }, + { "world-position", Actor::Property::WORLD_POSITION, Property::VECTOR3 }, + { "world-position-x", Actor::Property::WORLD_POSITION_X, Property::FLOAT }, + { "world-position-y", Actor::Property::WORLD_POSITION_Y, Property::FLOAT }, + { "world-position-z", Actor::Property::WORLD_POSITION_Z, Property::FLOAT }, + { "orientation", Actor::Property::ORIENTATION, Property::ROTATION }, + { "world-orientation", Actor::Property::WORLD_ORIENTATION, Property::ROTATION }, + { "scale", Actor::Property::SCALE, Property::VECTOR3 }, + { "scale-x", Actor::Property::SCALE_X, Property::FLOAT }, + { "scale-y", Actor::Property::SCALE_Y, Property::FLOAT }, + { "scale-z", Actor::Property::SCALE_Z, Property::FLOAT }, + { "world-scale", Actor::Property::WORLD_SCALE, Property::VECTOR3 }, + { "visible", Actor::Property::VISIBLE, Property::BOOLEAN }, + { "color", Actor::Property::COLOR, Property::VECTOR4 }, + { "color-red", Actor::Property::COLOR_RED, Property::FLOAT }, + { "color-green", Actor::Property::COLOR_GREEN, Property::FLOAT }, + { "color-blue", Actor::Property::COLOR_BLUE, Property::FLOAT }, + { "color-alpha", Actor::Property::COLOR_ALPHA, Property::FLOAT }, + { "world-color", Actor::Property::WORLD_COLOR, Property::VECTOR4 }, + { "world-matrix", Actor::Property::WORLD_MATRIX, Property::MATRIX }, + { "name", Actor::Property::NAME, Property::STRING }, + { "sensitive", Actor::Property::SENSITIVE, Property::BOOLEAN }, + { "leave-required", Actor::Property::LEAVE_REQUIRED, Property::BOOLEAN }, + { "inherit-orientation", Actor::Property::INHERIT_ORIENTATION, Property::BOOLEAN }, + { "inherit-scale", Actor::Property::INHERIT_SCALE, Property::BOOLEAN }, + { "color-mode", Actor::Property::COLOR_MODE, Property::STRING }, + { "position-inheritance", Actor::Property::POSITION_INHERITANCE, Property::STRING }, + { "draw-mode", Actor::Property::DRAW_MODE, Property::STRING }, + { "size-mode-factor", Actor::Property::SIZE_MODE_FACTOR, Property::VECTOR3 }, + { "width-resize-policy", Actor::Property::WIDTH_RESIZE_POLICY, Property::STRING }, + { "height-resize-policy", Actor::Property::HEIGHT_RESIZE_POLICY, Property::STRING }, + { "size-scale-policy", Actor::Property::SIZE_SCALE_POLICY, Property::STRING }, + { "width-for-height", Actor::Property::WIDTH_FOR_HEIGHT, Property::BOOLEAN }, + { "height-for-width", Actor::Property::HEIGHT_FOR_WIDTH, Property::BOOLEAN }, + { "padding", Actor::Property::PADDING, Property::VECTOR4 }, + { "minimum-size", Actor::Property::MINIMUM_SIZE, Property::VECTOR2 }, + { "maximum-size", Actor::Property::MAXIMUM_SIZE, Property::VECTOR2 }, }; const unsigned int PROPERTY_TABLE_COUNT = sizeof( PROPERTY_TABLE ) / sizeof( PROPERTY_TABLE[0] ); } // unnamed namespace @@ -3029,3 +2572,374 @@ int UtcDaliActorProperties(void) } END_TEST; } + +int UtcDaliRelayoutProperties_ResizePolicies(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Defaults + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_RESIZE_POLICY ).Get< std::string >(), "USE_NATURAL_SIZE", TEST_LOCATION ); + + // Set resize policy for all dimensions + actor.SetResizePolicy( ResizePolicy::USE_NATURAL_SIZE, Dimension::ALL_DIMENSIONS ); + for( unsigned int i = 0; i < Dimension::DIMENSION_COUNT; ++i) + { + DALI_TEST_EQUALS( actor.GetResizePolicy( static_cast< Dimension::Type >( 1 << i ) ), ResizePolicy::USE_NATURAL_SIZE, TEST_LOCATION ); + } + + // Set individual dimensions + const char* const widthPolicy = "FILL_TO_PARENT"; + const char* const heightPolicy = "FIXED"; + + actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, widthPolicy ); + actor.SetProperty( Actor::Property::HEIGHT_RESIZE_POLICY, heightPolicy ); + + 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 ); + + END_TEST; +} + +int UtcDaliRelayoutProperties_SizeScalePolicy(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Defaults + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), "USE_SIZE_SET", TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), SizeScalePolicy::USE_SIZE_SET, TEST_LOCATION ); + + SizeScalePolicy::Type policy = SizeScalePolicy::FILL_WITH_ASPECT_RATIO; + actor.SetSizeScalePolicy( policy ); + DALI_TEST_EQUALS( actor.GetSizeScalePolicy(), policy, TEST_LOCATION ); + + // Set + const char* const policy1 = "FIT_WITH_ASPECT_RATIO"; + const char* const policy2 = "FILL_WITH_ASPECT_RATIO"; + + actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy1 ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy1, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::SIZE_SCALE_POLICY, policy2 ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_SCALE_POLICY ).Get< std::string >(), policy2, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliRelayoutProperties_SizeModeFactor(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Defaults + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetSizeModeFactor(), Vector3( 1.0f, 1.0f, 1.0f ), TEST_LOCATION ); + + Vector3 sizeMode( 1.0f, 2.0f, 3.0f ); + actor.SetSizeModeFactor( sizeMode ); + DALI_TEST_EQUALS( actor.GetSizeModeFactor(), sizeMode, TEST_LOCATION ); + + // Set + Vector3 sizeMode1( 2.0f, 3.0f, 4.0f ); + + actor.SetProperty( Actor::Property::SIZE_MODE_FACTOR, sizeMode1 ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::SIZE_MODE_FACTOR ).Get< Vector3 >(), sizeMode1, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliRelayoutProperties_DimensionDependency(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Defaults + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), false, TEST_LOCATION ); + + // Set + actor.SetProperty( Actor::Property::WIDTH_FOR_HEIGHT, true ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), true, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::HEIGHT_FOR_WIDTH, true ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::HEIGHT_FOR_WIDTH ).Get< bool >(), true, TEST_LOCATION ); + + // Test setting another resize policy + actor.SetProperty( Actor::Property::WIDTH_RESIZE_POLICY, "FIXED" ); + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::WIDTH_FOR_HEIGHT ).Get< bool >(), false, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliRelayoutProperties_Padding(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Data + Vector4 padding( 1.0f, 2.0f, 3.0f, 4.0f ); + + // PADDING + actor.SetProperty( Actor::Property::PADDING, padding ); + Vector4 paddingResult = actor.GetProperty( Actor::Property::PADDING ).Get< Vector4 >(); + + DALI_TEST_EQUALS( paddingResult, padding, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliRelayoutProperties_MinimumMaximumSize(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Data + Vector2 minSize( 1.0f, 2.0f ); + + actor.SetProperty( Actor::Property::MINIMUM_SIZE, minSize ); + Vector2 resultMin = actor.GetProperty( Actor::Property::MINIMUM_SIZE ).Get< Vector2 >(); + + DALI_TEST_EQUALS( resultMin, minSize, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + Vector2 maxSize( 3.0f, 4.0f ); + + actor.SetProperty( Actor::Property::MAXIMUM_SIZE, maxSize ); + Vector2 resultMax = actor.GetProperty( Actor::Property::MAXIMUM_SIZE ).Get< Vector2 >(); + + DALI_TEST_EQUALS( resultMax, maxSize, Math::MACHINE_EPSILON_0, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetHeightForWidth(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetHeightForWidth( 1.0f ), 1.0f, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetWidthForHeight(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + DALI_TEST_EQUALS( actor.GetWidthForHeight( 1.0f ), 1.0f, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetRelayoutSize(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + // Add actor to stage + Stage::GetCurrent().Add( actor ); + + DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 0.0f, TEST_LOCATION ); + + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::WIDTH ); + actor.SetSize( Vector2( 1.0f, 0.0f ) ); + + // Flush the queue and render once + app.SendNotification(); + app.Render(); + + DALI_TEST_EQUALS( actor.GetRelayoutSize( Dimension::WIDTH ), 1.0f, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorSetPadding(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + Padding padding; + actor.GetPadding( padding ); + + DALI_TEST_EQUALS( padding.left, 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.right, 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.bottom, 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.top, 0.0f, TEST_LOCATION ); + + Padding padding2( 1.0f, 2.0f, 3.0f, 4.0f ); + actor.SetPadding( padding2 ); + + actor.GetPadding( padding ); + + DALI_TEST_EQUALS( padding.left, padding2.left, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.right, padding2.right, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.bottom, padding2.bottom, TEST_LOCATION ); + DALI_TEST_EQUALS( padding.top, padding2.top, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorSetMinimumSize(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + Vector2 size = actor.GetMinimumSize(); + + DALI_TEST_EQUALS( size.width, 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( size.height, 0.0f, TEST_LOCATION ); + + Vector2 size2( 1.0f, 2.0f ); + actor.SetMinimumSize( size2 ); + + size = actor.GetMinimumSize(); + + DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION ); + DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorSetMaximumSize(void) +{ + TestApplication app; + + Actor actor = Actor::New(); + + Vector2 size = actor.GetMaximumSize(); + + DALI_TEST_EQUALS( size.width, FLT_MAX, TEST_LOCATION ); + DALI_TEST_EQUALS( size.height, FLT_MAX, TEST_LOCATION ); + + Vector2 size2( 1.0f, 2.0f ); + actor.SetMaximumSize( size2 ); + + size = actor.GetMaximumSize(); + + DALI_TEST_EQUALS( size.width, size2.width, TEST_LOCATION ); + DALI_TEST_EQUALS( size.height, size2.height, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorOnRelayoutSignal(void) +{ + tet_infoline("Testing Dali::Actor::OnRelayoutSignal()"); + + TestApplication application; + + // Clean test data + gOnRelayoutCallBackCalled = 0; + gActorNamesRelayout.clear(); + + Actor actor = Actor::New(); + actor.SetName( "actor" ); + actor.OnRelayoutSignal().Connect( OnRelayoutCallback ); + + // Sanity check + DALI_TEST_CHECK( gOnRelayoutCallBackCalled == 0 ); + + // Add actor to stage + Stage::GetCurrent().Add( actor ); + + actor.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS ); + actor.SetSize( Vector2( 1.0f, 2.0 ) ); + + // Flush the queue and render once + application.SendNotification(); + application.Render(); + + // OnRelayout emitted + DALI_TEST_EQUALS( gOnRelayoutCallBackCalled, 1, TEST_LOCATION ); + DALI_TEST_EQUALS( "actor", gActorNamesRelayout[ 0 ], TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliActorGetHierachyDepth(void) +{ + TestApplication application; + tet_infoline("Testing Dali::Actor::GetHierarchyDepth()"); + + + /* Build tree of actors: + * + * Depth + * + * A (parent) 1 + * / \ + * B C 2` + * / \ \ + * D E F 3 + * + * GetHierarchyDepth should return 1 for A, 2 for B and C, and 3 for D, E and F. + */ + Stage stage( Stage::GetCurrent() ); + + Actor actorA = Actor::New(); + Actor actorB = Actor::New(); + Actor actorC = Actor::New(); + Actor actorD = Actor::New(); + Actor actorE = Actor::New(); + Actor actorF = Actor::New(); + + //Test that root actor has depth equal 0 + DALI_TEST_EQUALS( 0, stage.GetRootLayer().GetHierarchyDepth(), TEST_LOCATION ); + + //Test actors return depth -1 when not connected to the tree + DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION ); + + //Create the hierarchy + stage.Add( actorA ); + actorA.Add( actorB ); + actorA.Add( actorC ); + actorB.Add( actorD ); + actorB.Add( actorE ); + actorC.Add( actorF ); + + //Test actors return correct depth + DALI_TEST_EQUALS( 1, actorA.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( 2, actorB.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( 2, actorC.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( 3, actorD.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( 3, actorE.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( 3, actorF.GetHierarchyDepth(), TEST_LOCATION ); + + //Removing actorB from the hierarchy. actorB, actorD and actorE should now have depth equal -1 + actorA.Remove( actorB ); + + DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION ); + + //Removing actorA from the stage. All actors should have depth equal -1 + stage.Remove( actorA ); + + DALI_TEST_EQUALS( -1, actorA.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorB.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorC.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorD.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorE.GetHierarchyDepth(), TEST_LOCATION ); + DALI_TEST_EQUALS( -1, actorF.GetHierarchyDepth(), TEST_LOCATION ); + + END_TEST; +} +