X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Animation.cpp;h=36fb592a09b8e365d20ebb74b3f3bd4789b45c58;hb=a6f13087d64ccb32b18e1d3d5941fa6a0d0775a2;hp=8e8c79c72c93edda4a0eea92a55a8d58a3650339;hpb=044afbb9fae2470477ee11d65c7c043eb45e6800;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/automated-tests/src/dali/utc-Dali-Animation.cpp b/automated-tests/src/dali/utc-Dali-Animation.cpp index 8e8c79c..36fb592 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2017 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -20,6 +20,8 @@ #include #include +#include +#include #include using std::max; @@ -183,7 +185,7 @@ int UtcDaliAnimationAssignmentOperatorP(void) END_TEST; } -int UtcDaliAnimationSetDuratioN(void) +int UtcDaliAnimationSetDurationP(void) { TestApplication application; @@ -260,7 +262,7 @@ int UtcDaliAnimationSetDurationN(void) END_TEST; } -int UtcDaliAnimationGetDuratioN(void) +int UtcDaliAnimationGetDurationP(void) { TestApplication application; @@ -336,6 +338,422 @@ int UtcDaliAnimationSetLoopingP(void) END_TEST; } +int UtcDaliAnimationSetLoopCountP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + + finishCheck.Reset(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + END_TEST; +} + +int UtcDaliAnimationSetLoopCountP2(void) +{ + TestApplication application; + + // + // switching between forever and loop count + // + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animation.SetEndAction(Animation::Discard); + + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + float intervalSeconds = 3.0f; + + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + finishCheck.Reset(); + + // Loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + finishCheck.Reset(); + + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + finishCheck.Reset(); + + // loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + finishCheck.Reset(); + + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); // we never hit play + + finishCheck.Reset(); + + + END_TEST; +} + +int UtcDaliAnimationSetLoopCountP3(void) +{ + TestApplication application; + + // + // switching between forever and loop count + // + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animation.SetEndAction(Animation::Discard); + + float intervalSeconds = 3.0f; + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + // loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + finishCheck.Reset(); + + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); // we never hit play + + finishCheck.Reset(); + + + END_TEST; +} + +int UtcDaliAnimationSetLoopCountP4(void) +{ + TestApplication application; + + // + // ..and play again + // + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animation.SetEndAction(Animation::Bake); + + float intervalSeconds = 3.0f; + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + animation.SetLoopCount(1); + animation.Play(); + DALI_TEST_CHECK(!animation.IsLooping()); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) ); + + finishCheck.Reset(); + + animation.Play(); // again + DALI_TEST_CHECK(!animation.IsLooping()); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationGetLoopCountP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + DALI_TEST_CHECK(1 == animation.GetLoopCount()); + + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(3 == animation.GetLoopCount()); + + animation.Play(); + + application.Render(0); + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.Render(0); + application.SendNotification(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + + animation.SetLoopCount(0); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(0 == animation.GetLoopCount()); + + animation.SetLoopCount(1); + DALI_TEST_CHECK(!animation.IsLooping()); + DALI_TEST_CHECK(1 == animation.GetLoopCount()); + + END_TEST; +} + + +int UtcDaliAnimationGetCurrentLoopP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(0 == animation.GetCurrentLoop()); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK(2 == animation.GetCurrentLoop()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); + DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop()); + + finishCheck.Reset(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); + + END_TEST; +} + int UtcDaliAnimationIsLoopingP(void) { TestApplication application; @@ -437,7 +855,7 @@ int UtcDaliAnimationSetEndActioN(void) END_TEST; } -int UtcDaliAnimationGetEndActioN(void) +int UtcDaliAnimationGetEndActionP(void) { TestApplication application; @@ -453,7 +871,7 @@ int UtcDaliAnimationGetEndActioN(void) END_TEST; } -int UtcDaliAnimationSetDisconnectActioN(void) +int UtcDaliAnimationSetDisconnectActionP(void) { TestApplication application; Stage stage( Stage::GetCurrent() ); @@ -565,7 +983,7 @@ int UtcDaliAnimationSetDisconnectActioN(void) END_TEST; } -int UtcDaliAnimationGetDisconnectActioN(void) +int UtcDaliAnimationGetDisconnectActionP(void) { TestApplication application; Animation animation = Animation::New(1.0f); @@ -580,7 +998,7 @@ int UtcDaliAnimationGetDisconnectActioN(void) END_TEST; } -int UtcDaliAnimationSetDefaultAlphaFunctioN(void) +int UtcDaliAnimationSetDefaultAlphaFunctionP(void) { TestApplication application; @@ -594,7 +1012,7 @@ int UtcDaliAnimationSetDefaultAlphaFunctioN(void) END_TEST; } -int UtcDaliAnimationGetDefaultAlphaFunctioN(void) +int UtcDaliAnimationGetDefaultAlphaFunctionP(void) { TestApplication application; @@ -773,10 +1191,12 @@ int UtcDaliAnimationGetCurrentProgressP(void) END_TEST; } -int UtcDaliAnimationSetSpeedFactorP(void) +int UtcDaliAnimationSetSpeedFactorP1(void) { TestApplication application; + tet_printf("Testing that setting a speed factor of 2 takes half the time\n"); + Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); @@ -830,36 +1250,219 @@ int UtcDaliAnimationSetSpeedFactorP(void) application.Render(0); DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - finishCheck.Reset(); + END_TEST; +} + +int UtcDaliAnimationSetSpeedFactorP2(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n"); + animation.SetSpeedFactor( -1.0f ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetSpeedFactorP3(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + + //Set speed to be half of normal speed + animation.SetSpeedFactor( 0.5f ); + + // Start the animation + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} + + +int UtcDaliAnimationSetSpeedFactorP4(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - //Test -1 speed factor. Animation will play in reverse at normal speed - animation.SetSpeedFactor( -1.0f ); + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + + tet_printf("Set speed to be half of normal speed\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); + animation.SetSpeedFactor( 0.5f ); // Start the animation animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION ); + tet_printf("Reverse direction of animation whilst playing\n"); + tet_printf("SetSpeedFactor(-0.5f)\n"); + animation.SetSpeedFactor(-0.5f); + + application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet @@ -867,6 +1470,13 @@ int UtcDaliAnimationSetSpeedFactorP(void) finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish @@ -879,63 +1489,355 @@ int UtcDaliAnimationSetSpeedFactorP(void) DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); application.Render(0); DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} - //Test change speed factor on the fly - finishCheck.Reset(); +int UtcDaliAnimationSetSpeedFactorAndRange(void) +{ + TestApplication application; - //Set speed to be half of normal speed + const unsigned int NUM_FRAMES(15); + + struct TestData + { + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData[] = { + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */ + /**/ 50.0f, + /**/ 40.0f, + /**/ 30.0f, + /**/ 70.0f, + /**/ 60.0f, + /**/ 50.0f, + /**/ + } + }, + + // ACTOR 1 - Across start of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + { 0.2f, 0.5f, // TimePeriod + 20.0f, 50.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */ + /**/ 50.0f, + /**/ 40.0f, + /**/ 30.0f, + /**/ 50.0f, + /**/ 50.0f, + /**/ 50.0f + } + }, + + // ACTOR 2 - Across end of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.5f, 0.9f, // TimePeriod + /**/ 50.0f, 90.0f, // POS + { /**/ 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */ + /**/ 50.0f, + /**/ 50.0f, + /**/ 50.0f, 70.0f, + /**/ 60.0f, + /**/ 50.0f, + } + }, + + // ACTOR 3 - Before beginning of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.1f, 0.25f, // TimePeriod + /**/ 10.0f, 25.0f, // POS + { /**/ + /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f + /**/ + } + }, + + // ACTOR 4 - After end of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.85f, 1.0f, // TimePeriod + /**/ 85.0f, 100.0f, // POS + { /**/ + /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f + /**/ + } + }, + // Actor 5 - Middle of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.4f, 0.65f, // Time Period + /**/ 40.0f, 65.0f, // Position + { /**/ 40.0f, 40.0f, 50.0f, 60.0f, 65.0f, + /**/ 40.0f, 40.0f, 50.0f, 60.0f, // Reverse + /**/ 50.0f, + /**/ 40.0f, + /**/ 40.0f, + /**/ 65.0f, + /**/ 60.0f, + /**/ 50.0f, + } + } + }; + + const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData)); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + std::vector actors; + + for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex ) + { + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); + + if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 ) + { + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0)); + keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + } + else + { + animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) ); + } + } + + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); animation.SetSpeedFactor( 0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLooping(true); // Start the animation animation.Play(); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); + application.Render(0); // Frame 0 tests initial values - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) + { + unsigned int actorIndex = 0u; + for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex ) + { + DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION ); + if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) ) + { + tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex ); + } + } - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + if( frame == 8 ) + { + tet_printf("Reverse direction of animation whilst playing after frame 8\n"); + tet_printf("SetSpeedFactor(-0.5f)\n"); + animation.SetSpeedFactor(-0.5f); + application.SendNotification(); + } + application.Render(200); // 200 ms at half speed corresponds to 0.1 s - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + } - application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); + END_TEST; +} - // We didn't expect the animation to finish yet +int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void) +{ + TestApplication application; + + const unsigned int NUM_FRAMES(15); + + struct TestData + { + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData = + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, + /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, + /**/ + } + }; + + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + std::vector actors; + + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData.startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0)); + keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); + tet_printf("SetLoopCount(3)\n"); + animation.SetSpeedFactor( 0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLoopCount(3); + + // Start the animation + animation.Play(); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION ); + application.Render(0); // Frame 0 tests initial values + + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) + { + DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION ); + + application.Render(200); // 200 ms at half speed corresponds to 0.1 s - //Change speed factor while animation still playing. - animation.SetSpeedFactor(-1.0f); + if( frame < NUM_FRAMES-1 ) + { + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + } + } + + // We did expect the animation to finish application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION ); - // We didn't expect the animation to finish yet + END_TEST; +} + +int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void) +{ + TestApplication application; + + const unsigned int NUM_FRAMES(15); + + struct TestData + { + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData = + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + } + }; + + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + std::vector actors; + + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData.startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0)); + keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + tet_printf("Test reverse half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(-0.5f)\n"); + tet_printf("SetLoopCount(3)\n"); + animation.SetSpeedFactor( -0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLoopCount(3); + + // Start the animation + animation.Play(); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + application.Render(0); // Frame 0 tests initial values + + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) + { + DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION ); + + application.Render(200); // 200 ms at half speed corresponds to 0.1 s - application.Render(static_cast(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/); + if( frame < NUM_FRAMES-1 ) + { + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + } + } // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION ); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); END_TEST; } + int UtcDaliAnimationGetSpeedFactorP(void) { TestApplication application; @@ -1505,31 +2407,102 @@ int UtcDaliAnimationPlayFromP(void) END_TEST; } -int UtcDaliAnimationPlayFromN(void) -{ - TestApplication application; - - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); - - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - - //PlayFrom with an argument outside the range [0..1] will be ignored - animation.PlayFrom(-1.0f); - application.SendNotification(); - DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); - - animation.PlayFrom(100.0f); - application.SendNotification(); - DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); - END_TEST; -} +int UtcDaliAnimationPlayFromN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + //PlayFrom with an argument outside the range [0..1] will be ignored + animation.PlayFrom(-1.0f); + application.SendNotification(); + DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + + animation.PlayFrom(100.0f); + application.SendNotification(); + DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPauseP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + Vector3 fiftyPercentProgress(targetPosition * 0.5f); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + + // Pause the animation + animation.Pause(); + application.SendNotification(); + + // Loop 5 times + for (int i=0; i<5; ++i) + { + application.Render(static_cast(durationSeconds*500.0f)); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); + } + + // Keep going + animation.Play(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} + -int UtcDaliAnimationPauseP(void) +int UtcDaliAnimationGetStateP(void) { TestApplication application; @@ -1541,12 +2514,15 @@ int UtcDaliAnimationPauseP(void) Animation animation = Animation::New(durationSeconds); Vector3 targetPosition(100.0f, 100.0f, 100.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION ); Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -1557,11 +2533,14 @@ int UtcDaliAnimationPauseP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); // Pause the animation animation.Pause(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION ); application.SendNotification(); + application.Render(0.f); // Loop 5 times for (int i=0; i<5; ++i) @@ -1572,16 +2551,19 @@ int UtcDaliAnimationPauseP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION ); } // Keep going + finishCheck.Reset(); animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); - // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -1590,16 +2572,30 @@ int UtcDaliAnimationPauseP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); application.Render(0); DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION ); + + // re-play + finishCheck.Reset(); + animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + + END_TEST; } -int UtcDaliAnimationStoP(void) +int UtcDaliAnimationStopP(void) { TestApplication application; @@ -1646,7 +2642,7 @@ int UtcDaliAnimationStoP(void) END_TEST; } -int UtcDaliAnimationStopSetPositioN(void) +int UtcDaliAnimationStopSetPositionP(void) { // Test that Animation::Stop & Actor::SetPosition can be used in conjunction // i.e. to check that the animation does not interfere with the position set. @@ -1787,7 +2783,7 @@ int UtcDaliAnimationFinishedSignalP(void) END_TEST; } -int UtcDaliAnimationAnimateByBooleaN(void) +int UtcDaliAnimationAnimateByBooleanP(void) { TestApplication application; @@ -1795,9 +2791,10 @@ int UtcDaliAnimationAnimateByBooleaN(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -1819,7 +2816,7 @@ int UtcDaliAnimationAnimateByBooleaN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -1827,13 +2824,13 @@ int UtcDaliAnimationAnimateByBooleaN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Repeat with relative value "false" - this should be an NOOP animation = Animation::New(durationSeconds); @@ -1852,7 +2849,7 @@ int UtcDaliAnimationAnimateByBooleaN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -1860,17 +2857,17 @@ int UtcDaliAnimationAnimateByBooleaN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) +int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) { TestApplication application; @@ -1878,9 +2875,10 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -1902,7 +2900,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -1910,13 +2908,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Repeat with relative value "false" - this should be an NOOP animation = Animation::New(durationSeconds); @@ -1935,7 +2933,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -1943,7 +2941,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -1955,9 +2953,10 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -1982,7 +2981,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -1992,7 +2991,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -2000,13 +2999,13 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -2018,9 +3017,10 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -2046,7 +3046,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -2056,7 +3056,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -2064,13 +3064,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -2082,9 +3082,10 @@ int UtcDaliAnimationAnimateByFloatP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -2108,7 +3109,7 @@ int UtcDaliAnimationAnimateByFloatP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2116,17 +3117,17 @@ int UtcDaliAnimationAnimateByFloatP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByFloatAlphaFunctioN(void) +int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) { TestApplication application; @@ -2134,9 +3135,10 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctioN(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2162,7 +3164,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - float current(actor.GetProperty(index)); + float current( DevelHandle::GetCurrentProperty< float >( actor, index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -2171,13 +3173,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2189,9 +3191,10 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2216,7 +3219,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2224,7 +3227,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2232,13 +3235,13 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2250,9 +3253,10 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2278,7 +3282,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2286,7 +3290,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2294,13 +3298,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2312,9 +3316,10 @@ int UtcDaliAnimationAnimateByIntegerP(void) // Register an integer property int startValue(1); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -2338,7 +3343,7 @@ int UtcDaliAnimationAnimateByIntegerP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2346,17 +3351,17 @@ int UtcDaliAnimationAnimateByIntegerP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByIntegerAlphaFunctioN(void) +int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) { TestApplication application; @@ -2364,9 +3369,10 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctioN(void) // Register an integer property int startValue(1); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2392,7 +3398,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - int current(actor.GetProperty(index)); + int current( DevelHandle::GetCurrentProperty< int >( actor, index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -2401,13 +3407,13 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2419,9 +3425,10 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2446,7 +3453,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2454,7 +3461,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2462,13 +3469,13 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2480,9 +3487,10 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2508,7 +3516,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2516,7 +3524,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2524,13 +3532,13 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2542,9 +3550,10 @@ int UtcDaliAnimationAnimateByVector2P(void) // Register a Vector2 property Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -2568,7 +3577,7 @@ int UtcDaliAnimationAnimateByVector2P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2576,17 +3585,17 @@ int UtcDaliAnimationAnimateByVector2P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void) +int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) { TestApplication application; @@ -2594,9 +3603,10 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void) // Register a Vector2 property Vector2 startValue(100.0f, 100.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2622,7 +3632,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector2 current(actor.GetProperty(index)); + Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) ); DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); @@ -2632,13 +3642,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2650,9 +3660,10 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // Register a Vector2 property Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2677,7 +3688,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2685,7 +3696,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2693,13 +3704,13 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2711,9 +3722,10 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // Register a Vector2 property Vector2 startValue(5.0f, 5.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2739,7 +3751,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2747,7 +3759,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2755,13 +3767,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2773,9 +3785,10 @@ int UtcDaliAnimationAnimateByVector3P(void) // Register a Vector3 property Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -2799,7 +3812,7 @@ int UtcDaliAnimationAnimateByVector3P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2807,17 +3820,17 @@ int UtcDaliAnimationAnimateByVector3P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void) +int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) { TestApplication application; @@ -2825,9 +3838,10 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void) // Register a Vector3 property Vector3 startValue(100.0f, 100.0f, 100.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2853,7 +3867,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetProperty(index)); + Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index )); DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); @@ -2864,13 +3878,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2882,9 +3896,10 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // Register a Vector3 property Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2909,7 +3924,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2917,7 +3932,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2925,13 +3940,13 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -2943,9 +3958,10 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // Register a Vector3 property Vector3 startValue(5.0f, 5.0f, 5.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -2971,7 +3987,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2979,7 +3995,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2987,13 +4003,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3005,9 +4021,10 @@ int UtcDaliAnimationAnimateByVector4P(void) // Register a Vector4 property Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -3031,7 +4048,7 @@ int UtcDaliAnimationAnimateByVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3039,17 +4056,17 @@ int UtcDaliAnimationAnimateByVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void) +int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) { TestApplication application; @@ -3057,9 +4074,10 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void) // Register a Vector4 property Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3085,7 +4103,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector4 current(actor.GetProperty(index)); + Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) ); DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); @@ -3097,13 +4115,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3115,9 +4133,10 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // Register a Vector4 property Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3142,7 +4161,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3150,7 +4169,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -3158,13 +4177,13 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3176,9 +4195,10 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // Register a Vector4 property Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3204,7 +4224,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3212,7 +4232,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -3220,17 +4240,17 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorPositioN(void) +int UtcDaliAnimationAnimateByActorPositionP(void) { TestApplication application; @@ -3282,7 +4302,7 @@ int UtcDaliAnimationAnimateByActorPositioN(void) END_TEST; } -int UtcDaliAnimationAnimateByActorPositionAlphaFunctioN(void) +int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) { TestApplication application; @@ -3450,7 +4470,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) END_TEST; } -int UtcDaliAnimationAnimateByActorOrientatioN(void) +int UtcDaliAnimationAnimateByActorOrientationP1(void) { TestApplication application; @@ -3507,7 +4527,132 @@ int UtcDaliAnimationAnimateByActorOrientatioN(void) END_TEST; } -int UtcDaliAnimationAnimateByActorOrientationAlphaFunctioN(void) +int UtcDaliAnimationAnimateByActorOrientationP2(void) +{ + TestApplication application; + + tet_printf("Testing that rotation angle > 360 performs full rotations\n"); + + Actor actor = Actor::New(); + actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Degree relativeRotationDegrees(710.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + END_TEST; +} + + +int UtcDaliAnimationAnimateByActorOrientationP3(void) +{ + TestApplication application; + + tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n"); + + Actor actor = Actor::New(); + actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Degree relativeRotationDegrees(730.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + + Radian actualRotationRadians( Degree(10.0f) ); + + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + END_TEST; +} + + +int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) { TestApplication application; @@ -3735,7 +4880,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) END_TEST; } -int UtcDaliAnimationAnimateToBooleaN(void) +int UtcDaliAnimationAnimateToBooleanP(void) { TestApplication application; @@ -3743,9 +4888,10 @@ int UtcDaliAnimationAnimateToBooleaN(void) // Register a boolean property const bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -3766,7 +4912,7 @@ int UtcDaliAnimationAnimateToBooleaN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3774,13 +4920,13 @@ int UtcDaliAnimationAnimateToBooleaN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); // Repeat with target value "false" animation = Animation::New(durationSeconds); @@ -3799,7 +4945,7 @@ int UtcDaliAnimationAnimateToBooleaN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3807,17 +4953,17 @@ int UtcDaliAnimationAnimateToBooleaN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) +int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) { TestApplication application; @@ -3825,15 +4971,16 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) // Register a boolean property const bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); const bool targetValue( !startValue ); - animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunction::EASE_OUT); + animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); // Start the animation animation.Play(); @@ -3848,7 +4995,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3856,13 +5003,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); // Repeat with target value "false" animation = Animation::New(durationSeconds); @@ -3881,7 +5028,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3889,13 +5036,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -3907,9 +5054,10 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -3933,7 +5081,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -3943,7 +5091,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -3951,13 +5099,13 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -3969,9 +5117,10 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) // Register a boolean property bool startValue(false); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -3996,7 +5145,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -4006,7 +5155,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -4014,13 +5163,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); END_TEST; } @@ -4032,16 +5181,17 @@ int UtcDaliAnimationAnimateToFloatP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); float targetValue(50.0f); float relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "test-property"), targetValue); + animation.AnimateTo(Property(actor, "testProperty"), targetValue); float ninetyFivePercentProgress(startValue + relativeValue*0.95f); @@ -4058,7 +5208,7 @@ int UtcDaliAnimationAnimateToFloatP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4066,11 +5216,11 @@ int UtcDaliAnimationAnimateToFloatP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void) +int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) { TestApplication application; @@ -4078,9 +5228,10 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4106,7 +5257,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - float current(actor.GetProperty(index)); + float current( DevelHandle::GetCurrentProperty< float >( actor, index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -4115,7 +5266,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4127,9 +5278,10 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4154,7 +5306,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4162,7 +5314,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4170,7 +5322,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4182,9 +5334,10 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4210,7 +5363,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4218,7 +5371,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4226,7 +5379,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4238,16 +5391,17 @@ int UtcDaliAnimationAnimateToIntegerP(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); int targetValue(50); int relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "test-property"), targetValue); + animation.AnimateTo(Property(actor, "testProperty"), targetValue); int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); @@ -4264,7 +5418,7 @@ int UtcDaliAnimationAnimateToIntegerP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4272,11 +5426,11 @@ int UtcDaliAnimationAnimateToIntegerP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void) +int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) { TestApplication application; @@ -4284,9 +5438,10 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4312,7 +5467,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - int current(actor.GetProperty(index)); + int current( DevelHandle::GetCurrentProperty< int >( actor, index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -4321,7 +5476,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4333,9 +5488,10 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4360,7 +5516,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4368,7 +5524,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4376,7 +5532,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4388,9 +5544,10 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // Register an integer property int startValue(10); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4416,7 +5573,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4424,7 +5581,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4432,7 +5589,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4444,9 +5601,10 @@ int UtcDaliAnimationAnimateToVector2P(void) // Register a Vector2 property Vector2 startValue(-50.0f, -50.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -4470,7 +5628,7 @@ int UtcDaliAnimationAnimateToVector2P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4478,11 +5636,11 @@ int UtcDaliAnimationAnimateToVector2P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void) +int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) { TestApplication application; @@ -4490,16 +5648,17 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void) // Register a Vector2 property Vector2 startValue(1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); Vector2 targetValue(9000.0f, 9000.0f); Vector2 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "test-property"), targetValue, AlphaFunction::EASE_OUT); + animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); @@ -4518,7 +5677,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector2 current(actor.GetProperty(index)); + Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) ); DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); @@ -4528,7 +5687,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4540,9 +5699,10 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // Register a Vector2 property Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4567,7 +5727,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4575,7 +5735,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4583,7 +5743,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4595,9 +5755,10 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) // Register a Vector2 property Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4631,7 +5792,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4639,7 +5800,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4651,9 +5812,10 @@ int UtcDaliAnimationAnimateToVector3P(void) // Register a Vector3 property Vector3 startValue(-50.0f, -50.0f, -50.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -4677,7 +5839,7 @@ int UtcDaliAnimationAnimateToVector3P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4685,11 +5847,11 @@ int UtcDaliAnimationAnimateToVector3P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void) +int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) { TestApplication application; @@ -4697,9 +5859,10 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void) // Register a Vector3 property Vector3 startValue(1000.0f, 1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4725,7 +5888,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetProperty(index)); + Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) ); DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); @@ -4736,7 +5899,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4748,9 +5911,10 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // Register a Vector3 property Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4775,7 +5939,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4783,7 +5947,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4791,7 +5955,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4803,9 +5967,10 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // Register a Vector3 property Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4813,7 +5978,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) Vector3 targetValue(30.0f, 30.0f, 30.0f); Vector3 relativeValue(targetValue - startValue); float delay = 0.5f; - animation.AnimateTo(Property(actor, "test-property"), + animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); @@ -4831,7 +5996,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4839,7 +6004,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4847,7 +6012,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4859,9 +6024,10 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // Register a Vector3 property Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4869,7 +6035,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) Vector3 targetValue(30.0f, 30.0f, 10.0f); Vector3 relativeValue(targetValue - startValue); float delay = 0.5f; - animation.AnimateTo(Property(actor, "test-property", 0), + animation.AnimateTo(Property(actor, "testProperty", 0), 30.0f, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); @@ -4891,7 +6057,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4899,7 +6065,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4907,7 +6073,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4919,9 +6085,10 @@ int UtcDaliAnimationAnimateToVector4P(void) // Register a Vector4 property Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -4945,7 +6112,7 @@ int UtcDaliAnimationAnimateToVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4953,11 +6120,11 @@ int UtcDaliAnimationAnimateToVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void) +int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) { TestApplication application; @@ -4965,9 +6132,10 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void) // Register a Vector4 property Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4993,7 +6161,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector4 current(actor.GetProperty(index)); + Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) ); DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); @@ -5005,7 +6173,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5017,9 +6185,10 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // Register a Vector4 property Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5044,7 +6213,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -5052,7 +6221,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -5060,7 +6229,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); END_TEST; } @@ -5072,9 +6241,10 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // Register a Vector4 property Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5100,7 +6270,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -5108,7 +6278,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -5116,11 +6286,11 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorParentOrigiN(void) +int UtcDaliAnimationAnimateToActorParentOriginP(void) { TestApplication application; @@ -5472,7 +6642,6 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5517,7 +6686,6 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5562,7 +6730,6 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5685,7 +6852,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) END_TEST; } -int UtcDaliAnimationAnimateToActorPositioN(void) +int UtcDaliAnimationAnimateToActorPositionP(void) { TestApplication application; @@ -5760,9 +6927,6 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5811,9 +6975,6 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5862,9 +7023,6 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5879,7 +7037,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) END_TEST; } -int UtcDaliAnimationAnimateToActorPositionAlphaFunctioN(void) +int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) { TestApplication application; @@ -6090,7 +7248,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationQuaternioN(void) +int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) { TestApplication application; @@ -6148,7 +7306,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternioN(void) END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationAlphaFunctioN(void) +int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) { TestApplication application; @@ -6446,6 +7604,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6469,9 +7630,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6480,9 +7641,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), targetX, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); END_TEST; } @@ -6497,6 +7658,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6520,9 +7684,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6531,9 +7695,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), targetY, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); END_TEST; } @@ -6548,6 +7712,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6571,9 +7738,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6582,9 +7749,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION ); END_TEST; } @@ -6717,6 +7884,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6740,10 +7911,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6752,14 +7923,14 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), targetRed, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorColorGreeN(void) +int UtcDaliAnimationAnimateToActorColorGreenP(void) { TestApplication application; @@ -6771,6 +7942,10 @@ int UtcDaliAnimationAnimateToActorColorGreeN(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6794,10 +7969,10 @@ int UtcDaliAnimationAnimateToActorColorGreeN(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6806,10 +7981,10 @@ int UtcDaliAnimationAnimateToActorColorGreeN(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); END_TEST; } @@ -6825,6 +8000,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6848,10 +8027,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6860,10 +8039,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); END_TEST; } @@ -6879,6 +8058,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6902,10 +8085,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6914,10 +8097,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION ); END_TEST; } @@ -6929,6 +8112,33 @@ int UtcDaliAnimationKeyFrames01P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); keyFrames.Add(0.0f, 0.1f); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); + + KeyFrames keyFrames2( keyFrames); + DALI_TEST_CHECK( keyFrames2 ); + DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION); + + KeyFrames keyFrames3 = KeyFrames::New(); + keyFrames3.Add(0.6f, true); + DALI_TEST_CHECK( keyFrames3 ); + DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION); + + keyFrames3 = keyFrames; + DALI_TEST_CHECK( keyFrames3 ); + DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames02P(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, 0.1f); keyFrames.Add(0.2f, 0.5f); keyFrames.Add(0.4f, 0.0f); keyFrames.Add(0.6f, 1.0f); @@ -6949,7 +8159,7 @@ int UtcDaliAnimationKeyFrames01P(void) END_TEST; } -int UtcDaliAnimationKeyFrames02P(void) +int UtcDaliAnimationKeyFrames03P(void) { TestApplication application; @@ -6977,7 +8187,7 @@ int UtcDaliAnimationKeyFrames02P(void) END_TEST; } -int UtcDaliAnimationKeyFrames03P(void) +int UtcDaliAnimationKeyFrames04P(void) { TestApplication application; @@ -7005,7 +8215,7 @@ int UtcDaliAnimationKeyFrames03P(void) END_TEST; } -int UtcDaliAnimationKeyFrames04P(void) +int UtcDaliAnimationKeyFrames05P(void) { TestApplication application; @@ -7033,7 +8243,7 @@ int UtcDaliAnimationKeyFrames04P(void) END_TEST; } -int UtcDaliAnimationKeyFrames05P(void) +int UtcDaliAnimationKeyFrames06P(void) { TestApplication application; @@ -7061,7 +8271,7 @@ int UtcDaliAnimationKeyFrames05P(void) END_TEST; } -int UtcDaliAnimationKeyFrames06P(void) +int UtcDaliAnimationKeyFrames07P(void) { TestApplication application; @@ -7103,6 +8313,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7132,50 +8346,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7198,6 +8412,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7227,50 +8445,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION ); + application.SendNotification(); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7293,6 +8511,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7315,38 +8537,38 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7368,6 +8590,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7390,38 +8616,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7738,7 +8964,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void) END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctioN(void) +int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) { TestApplication application; @@ -7752,6 +8978,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctioN(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7774,38 +9004,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctioN(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7827,6 +9057,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7849,38 +9083,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7902,6 +9136,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7926,38 +9164,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -7979,6 +9217,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8003,38 +9245,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -8057,6 +9299,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8080,38 +9326,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -8119,7 +9365,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) END_TEST; } -int P(void) +int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void) { TestApplication application; @@ -8133,6 +9379,11 @@ int P(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + // Build the animation float durationSeconds(1.0f); @@ -8157,38 +9408,38 @@ int P(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -8275,7 +9526,7 @@ int UtcDaliAnimationAnimateP(void) END_TEST; } -int UtcDaliAnimationAnimateAlphaFunctioN(void) +int UtcDaliAnimationAnimateAlphaFunctionP(void) { TestApplication application; @@ -8720,12 +9971,13 @@ int UtcDaliAnimationUpdateManagerP(void) animation.FinishedSignal().Connect( &application, finishCheck ); Vector3 startValue(1.0f, 1.0f, 1.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Constraint constraint = Constraint::New( actor, index, UpdateManagerTestConstraint( application ) ); constraint.Apply(); // Apply animation to actor animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR ); + animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR ); animation.Play(); @@ -8794,7 +10046,7 @@ int UtcDaliAnimationSignalOrderP(void) END_TEST; } -int UtcDaliAnimationExtendDuratioN(void) +int UtcDaliAnimationExtendDurationP(void) { TestApplication application; @@ -8802,9 +10054,10 @@ int UtcDaliAnimationExtendDuratioN(void) // Register a float property float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "test-property", startValue ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float initialDurationSeconds(1.0f); @@ -8843,7 +10096,7 @@ int UtcDaliAnimationExtendDuratioN(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -8851,25 +10104,25 @@ int UtcDaliAnimationExtendDuratioN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationCustomUnsignedIntProperty(void) +int UtcDaliAnimationCustomIntProperty(void) { TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - unsigned int startValue(0u); + int startValue(0u); - Property::Index index = actor.RegisterProperty("an-index", startValue); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + Property::Index index = actor.RegisterProperty("anIndex", startValue); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, index), 20u ); + animation.AnimateTo( Property(actor, index), 20 ); // Start the animation animation.Play(); @@ -8884,7 +10137,7 @@ int UtcDaliAnimationCustomUnsignedIntProperty(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), 10u, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -8892,7 +10145,449 @@ int UtcDaliAnimationCustomUnsignedIntProperty(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), 20u, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationDuration(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + Animation animation = Animation::New( 0.0f ); + DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION ); + + // The animation duration should automatically increase depending on the animator time period + + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) ); + DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION ); + + animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) ); + DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + try + { + // Build the animation + Animation animation = Animation::New( 2.0f ); + std::string relativeValue = "relative string"; + animation.AnimateBy( Property(actor, index), relativeValue ); + tet_result(TET_FAIL); + } + catch ( Dali::DaliException& e ) + { + DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); + } + + + END_TEST; +} + + +int UtcDaliAnimationAnimateToNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + try + { + // Build the animation + Animation animation = Animation::New( 2.0f ); + std::string relativeValue = "relative string"; + animation.AnimateTo( Property(actor, index), relativeValue ); + + tet_result(TET_FAIL); + } + catch ( Dali::DaliException& e ) + { + DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + try + { + // Build the animation + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add( 0.0f, std::string("relative string1") ); + keyFrames.Add( 1.0f, std::string("relative string2") ); + // no need to really create the animation as keyframes do the check + + tet_result(TET_FAIL); + } + catch ( Dali::DaliException& e ) + { + DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayP(void) +{ + tet_infoline("Setting up an animation should not effect it's position property until the animation plays"); + + TestApplication application; + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialPosition(0.0f, 0.0f, 0.0f); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + //Test GetCurrentProgress return 0.0 as the duration is 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION ); + + tet_infoline("Set target position in animation without intiating play"); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial value"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position is now target"); + + animation.Play(); + application.SendNotification(); + application.Render(1000u); + + tet_infoline("Ensure position of actor is at target value when aninmation half way"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION ); + + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x ); + + application.Render(2000u); + + tet_infoline("Ensure position of actor is still at target value when aninmation complete"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void) +{ + tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators"); + + TestApplication application; + + std::vector targetPositions; + + targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) ); + targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialPosition(0.0f, 0.0f, 0.0f); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + //Test GetCurrentProgress return 0.0 as the duration is 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION ); + + tet_infoline("Set target position in animation without intiating play"); + + for ( unsigned int i = 0; i < targetPositions.size(); i++ ) + { + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR); + } + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial value"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position is now target"); + + animation.Play(); + application.SendNotification(); + application.Render(1000u); + + tet_infoline("Ensure position of actor is at target value when aninmation half way"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION ); + + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x ); + + application.Render(2000u); + + tet_infoline("Ensure position of actor is still at target value when aninmation complete"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void) +{ + tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes"); + + TestApplication application; + + std::vector targetSizes; + std::vector targetPositions; + + targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) ); + + targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialSize( 10.0f, 10.0f, 10.0f); + Vector3 initialPosition(10.0f, 10.0f, 10.0f); + + actor.SetProperty( Actor::Property::SIZE, initialSize ); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + tet_infoline("Set target size in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR); + tet_infoline("Set target position in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial size and position"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position and size is now matches targets"); + + animation.Play(); + application.SendNotification(); + application.Render(2000u); + + tet_infoline("Ensure position and size of actor is at target value when aninmation playing"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void) +{ + tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated"); + + TestApplication application; + + std::vector targetSizes; + std::vector targetColors; + + targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) ); + + targetColors.push_back( 1.0f ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialSize( 10.0f, 5.0f, 10.0f); + + actor.SetProperty( Actor::Property::SIZE, initialSize ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + tet_infoline("Set target size in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR); + tet_infoline("Set target position in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial size and position"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position and size is now matches targets"); + + animation.Play(); + application.SendNotification(); + application.Render(2000u); + + tet_infoline("Ensure position and size of actor is at target value when aninmation playing"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION ); + END_TEST; } +int UtcDaliAnimationTimePeriodOrder(void) +{ + tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + + tet_infoline( "With two AnimateTo calls" ); + + Animation animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render(5000); // After the animation is complete + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Same animation again but in a different order - should yield the same result" ); + + actor.SetX( 0.0f ); + application.SendNotification(); + application.Render(); + + animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render(5000); // After the animation is complete + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Now with several AnimateTo calls" ); + + actor.SetX( 0.0f ); + application.SendNotification(); + application.Render(); + + animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render(14000); // After the animation is complete + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + tet_infoline( "Same animation again but in a different order - should end up at the same point" ); + + actor.SetX( 0.0f ); + application.SendNotification(); + application.Render(); + + animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render(14000); // After the animation is complete + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + END_TEST; +}