X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Animation.cpp;h=6a67e8d0a2d6685828a5e6646d5b2a602a90ca70;hb=0c17fedc6fae9c4ca443b1eda9eab846215ca518;hp=179ac9b5ea9d6da3369ed9cc76e3b26f65c688b4;hpb=01fd42897353e919335b4e53a1bd4aafbeb854fa;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 179ac9b..6a67e8d 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -268,7 +268,7 @@ int UtcDaliAnimationSetDurationP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Restart the animation, with a different duration finishCheck.Reset(); @@ -290,13 +290,13 @@ int UtcDaliAnimationSetDurationP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -356,7 +356,7 @@ int UtcDaliAnimationSetLoopingP(void) application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); progress += intervalSeconds; - DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION ); if (progress >= 1.0f) { @@ -378,13 +378,13 @@ int UtcDaliAnimationSetLoopingP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -439,7 +439,7 @@ int UtcDaliAnimationSetLoopCountP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); finishCheck.Reset(); @@ -676,7 +676,7 @@ int UtcDaliAnimationSetLoopCountP4(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) ); finishCheck.Reset(); @@ -690,7 +690,7 @@ int UtcDaliAnimationSetLoopCountP4(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -844,13 +844,13 @@ int UtcDaliAnimationSetEndActionN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Go back to the start actor.SetPosition(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Test BakeFinal, animate again, for half the duration finishCheck.Reset(); @@ -867,17 +867,17 @@ int UtcDaliAnimationSetEndActionN(void) // We did NOT expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION ); // The position should be same with target position in the next frame application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Go back to the start actor.SetPosition(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Test EndAction::Discard, animate again, but don't bake this time finishCheck.Reset(); @@ -891,17 +891,17 @@ int UtcDaliAnimationSetEndActionN(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // The position should be discarded in the next frame application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -950,7 +950,7 @@ int UtcDaliAnimationSetDisconnectActionP(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } // Bake @@ -977,7 +977,7 @@ int UtcDaliAnimationSetDisconnectActionP(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION ); } // Discard @@ -1004,7 +1004,7 @@ int UtcDaliAnimationSetDisconnectActionP(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); } // Don't play the animation: disconnect action should not be applied @@ -1027,7 +1027,7 @@ int UtcDaliAnimationSetDisconnectActionP(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); } END_TEST; @@ -1111,7 +1111,7 @@ int UtcDaliAnimationSetCurrentProgressP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing @@ -1125,20 +1125,20 @@ int UtcDaliAnimationSetCurrentProgressP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), 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(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -1278,27 +1278,27 @@ int UtcDaliAnimationSetSpeedFactorP1(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f) + 1u/*just beyond half the duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -1338,41 +1338,41 @@ int UtcDaliAnimationSetSpeedFactorP2(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -1414,21 +1414,21 @@ int UtcDaliAnimationSetSpeedFactorP3(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); @@ -1436,20 +1436,20 @@ int UtcDaliAnimationSetSpeedFactorP3(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -1492,21 +1492,21 @@ int UtcDaliAnimationSetSpeedFactorP4(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION ); tet_printf("Reverse direction of animation whilst playing\n"); tet_printf("SetSpeedFactor(-0.5f)\n"); @@ -1518,27 +1518,27 @@ int UtcDaliAnimationSetSpeedFactorP4(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (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 application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -1698,8 +1698,8 @@ int UtcDaliAnimationSetSpeedFactorAndRange(void) 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]) ) + DALI_TEST_EQUALS( actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION ); + if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) ) { tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex ); } @@ -1785,7 +1785,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void) for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) { - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION ); application.Render(200); // 200 ms at half speed corresponds to 0.1 s @@ -1800,7 +1800,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION ); END_TEST; } @@ -1867,7 +1867,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void) for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) { - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION ); application.Render(200); // 200 ms at half speed corresponds to 0.1 s @@ -1882,7 +1882,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION ); END_TEST; } @@ -1934,14 +1934,14 @@ int UtcDaliAnimationSetPlayRangeP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ ); @@ -1949,7 +1949,7 @@ int UtcDaliAnimationSetPlayRangeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); END_TEST; } @@ -2028,7 +2028,7 @@ int UtcDaliAnimationPlayP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2037,7 +2037,7 @@ int UtcDaliAnimationPlayP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2046,7 +2046,7 @@ int UtcDaliAnimationPlayP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2055,7 +2055,7 @@ int UtcDaliAnimationPlayP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2064,13 +2064,13 @@ int UtcDaliAnimationPlayP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2084,7 +2084,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) Actor actor = Actor::New(); Vector3 basePosition(Vector3::ZERO); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); // Not added to the stage yet! // Build the animation @@ -2107,7 +2107,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2118,7 +2118,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); // Remove from the stage Stage::GetCurrent().Remove(actor); @@ -2129,14 +2129,14 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2147,7 +2147,7 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(80,80,80), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); @@ -2155,15 +2155,15 @@ int UtcDaliAnimationPlayOffStageDiscardP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2177,7 +2177,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) Actor actor = Actor::New(); Vector3 basePosition(Vector3::ZERO); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); // Not added to the stage! // Build the animation @@ -2199,7 +2199,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2210,7 +2210,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); // Remove from the stage Stage::GetCurrent().Remove(actor); @@ -2221,7 +2221,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2232,7 +2232,7 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final removed the */, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); @@ -2240,14 +2240,14 @@ int UtcDaliAnimationPlayOffStageBakeFinalP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2261,7 +2261,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void) Actor actor = Actor::New(); Vector3 basePosition(Vector3::ZERO); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); // Not added to the stage! // Build the animation @@ -2284,7 +2284,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2295,7 +2295,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); // Remove from the stage Stage::GetCurrent().Remove(actor); // baked here @@ -2306,18 +2306,18 @@ int UtcDaliAnimationPlayOffStageBakeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION ); // Add back to the stage Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION ); application.Render(static_cast(0.0f) ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); application.Render(static_cast(0.0f) ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); // Remove from the stage Stage::GetCurrent().Remove(actor); // baked here @@ -2325,11 +2325,11 @@ int UtcDaliAnimationPlayOffStageBakeP(void) application.SendNotification(); // this render is a no-op in this case as animator is disabled while off stage application.Render(static_cast(durationSeconds*200.0f)/* 100% progress */); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); application.Render(static_cast(0.0f) ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); application.Render(static_cast(0.0f) ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); // Add back to the stage Stage::GetCurrent().Add(actor); @@ -2337,7 +2337,7 @@ int UtcDaliAnimationPlayOffStageBakeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) , TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); @@ -2345,14 +2345,14 @@ int UtcDaliAnimationPlayOffStageBakeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2387,7 +2387,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); @@ -2395,7 +2395,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); @@ -2403,7 +2403,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); @@ -2411,7 +2411,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); @@ -2419,13 +2419,13 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2455,7 +2455,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); // This is a test of the "Fire and Forget" behaviour // Stop the animation, and Discard the animation handle! @@ -2470,7 +2470,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); finishCheck.Reset(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); @@ -2478,7 +2478,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) // Check that nothing has changed application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); @@ -2486,7 +2486,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) // Check that nothing has changed application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 100% progress */); @@ -2494,7 +2494,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) // Check that nothing has changed application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); END_TEST; } @@ -2539,7 +2539,7 @@ int UtcDaliAnimationPlayRangeP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2548,13 +2548,13 @@ int UtcDaliAnimationPlayRangeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); //Loop inside the range @@ -2574,7 +2574,7 @@ int UtcDaliAnimationPlayRangeP(void) progress = progress - 0.4f; } - DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION ); } // We didn't expect the animation to finish yet @@ -2596,7 +2596,7 @@ int UtcDaliAnimationPlayRangeP(void) progress = progress - 0.7f; } - DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION ); } END_TEST; @@ -2633,7 +2633,7 @@ int UtcDaliAnimationPlayFromP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); @@ -2642,19 +2642,19 @@ int UtcDaliAnimationPlayFromP(void) // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), 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(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2710,7 +2710,7 @@ int UtcDaliAnimationPauseP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); // Pause the animation animation.Pause(); @@ -2724,7 +2724,7 @@ int UtcDaliAnimationPauseP(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); } // Keep going @@ -2742,13 +2742,13 @@ int UtcDaliAnimationPauseP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } @@ -2785,7 +2785,7 @@ int UtcDaliAnimationGetStateP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); // Pause the animation animation.Pause(); @@ -2801,7 +2801,7 @@ int UtcDaliAnimationGetStateP(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION ); } @@ -2822,14 +2822,14 @@ int UtcDaliAnimationGetStateP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 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 ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION ); // re-play @@ -2874,7 +2874,7 @@ int UtcDaliAnimationStopP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); // Stop the animation animation.Stop(); @@ -2888,7 +2888,7 @@ int UtcDaliAnimationStopP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION ); } END_TEST; } @@ -2924,7 +2924,7 @@ int UtcDaliAnimationStopSetPositionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); // Stop the animation animation.Stop(); @@ -2940,7 +2940,7 @@ int UtcDaliAnimationStopSetPositionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION ); } END_TEST; } @@ -2973,7 +2973,7 @@ int UtcDaliAnimationClearP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); // Clear the animation animation.Clear(); @@ -2984,7 +2984,7 @@ int UtcDaliAnimationClearP(void) // We don't expect the animation to finish now application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION ); // Restart as a scale animation; this should not move the actor's position finishCheck.Reset(); @@ -2999,16 +2999,16 @@ int UtcDaliAnimationClearP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION ); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } @@ -4567,7 +4567,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void) Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4594,7 +4594,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4602,13 +4602,13 @@ int UtcDaliAnimationAnimateByActorPositionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -4618,7 +4618,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4629,7 +4629,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void) animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y ); animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Start the animation @@ -4641,12 +4641,12 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -4661,7 +4661,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4687,7 +4687,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetCurrentPosition()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION )); DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); @@ -4698,13 +4698,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -4718,7 +4718,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void) Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4745,7 +4745,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -4753,13 +4753,13 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -4773,7 +4773,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4801,7 +4801,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -4809,13 +4809,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -4824,9 +4824,9 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4851,7 +4851,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -4859,7 +4859,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -4867,7 +4867,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4875,7 +4875,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -4886,9 +4886,9 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void) tet_printf("Testing that rotation angle > 360 performs full rotations\n"); Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4911,7 +4911,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -4919,7 +4919,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -4927,7 +4927,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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*/); @@ -4935,7 +4935,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -4947,9 +4947,9 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void) 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 ) ); + actor.SetProperty( Actor::Property::ORIENTATION, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4974,7 +4974,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -4982,7 +4982,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -4990,7 +4990,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), 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*/); @@ -4998,8 +4998,8 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void) // 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -5009,9 +5009,9 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5033,7 +5033,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -5041,7 +5041,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -5049,7 +5049,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -5057,7 +5057,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -5066,9 +5066,9 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5093,7 +5093,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -5102,7 +5102,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.5f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -5111,7 +5111,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.75f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -5119,7 +5119,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -5129,7 +5129,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5156,7 +5156,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -5164,14 +5164,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetScale(Vector3::ONE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Repeat with a different (ease-in) alpha function animation = Animation::New(durationSeconds); @@ -5187,7 +5187,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) finishCheck.CheckSignalNotReceived(); // The scale should have grown less, than with a linear alpha function - Vector3 current(actor.GetCurrentScale()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE )); DALI_TEST_CHECK( current.x > 1.0f ); DALI_TEST_CHECK( current.y > 1.0f ); DALI_TEST_CHECK( current.z > 1.0f ); @@ -5201,14 +5201,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetScale(Vector3::ONE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Repeat with a delay float delay = 0.5f; @@ -5223,7 +5223,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -5231,7 +5231,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } @@ -5241,7 +5241,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5252,7 +5252,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void) animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y ); animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z ); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Start the animation @@ -5264,12 +5264,12 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } @@ -5280,7 +5280,7 @@ int UtcDaliAnimationAnimateByActorColorP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5289,7 +5289,7 @@ int UtcDaliAnimationAnimateByActorColorP(void) Vector4 relativeColor( targetColor - Color::WHITE ); animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor ); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Start the animation @@ -5302,12 +5302,12 @@ int UtcDaliAnimationAnimateByActorColorP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); END_TEST; } @@ -5318,7 +5318,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5330,7 +5330,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void) animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b ); animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a ); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Start the animation @@ -5343,12 +5343,12 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); END_TEST; } @@ -5359,7 +5359,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5368,7 +5368,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void) Vector3 relativeSize( targetSize - Vector3::ZERO ); animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize ); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Start the animation @@ -5380,12 +5380,12 @@ int UtcDaliAnimationAnimateByActorSizeP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); END_TEST; } @@ -5396,7 +5396,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5407,7 +5407,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void) animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height ); animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth ); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Start the animation @@ -5419,12 +5419,12 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void) DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); END_TEST; } @@ -5435,14 +5435,14 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); - actor.SetVisible( false ); + actor.SetProperty( Actor::Property::VISIBLE, false ); application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5458,12 +5458,12 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void) // Target value should be retrievable straight away DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION ); // Not changed yet + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet application.SendNotification(); application.Render( 1000 ); // 1 second progress - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); END_TEST; } @@ -6886,7 +6886,7 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6908,7 +6908,7 @@ int UtcDaliAnimationAnimateToActorParentOriginXN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION ); // Build the animation @@ -6931,7 +6931,7 @@ int UtcDaliAnimationAnimateToActorParentOriginYN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION ); // Build the animation @@ -6954,7 +6954,7 @@ int UtcDaliAnimationAnimateToActorParentOriginZN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION ); // Build the animation @@ -6976,7 +6976,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6998,7 +6998,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointXN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION ); // Build the animation @@ -7021,7 +7021,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointYN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION ); // Build the animation @@ -7044,7 +7044,7 @@ int UtcDaliAnimationAnimateToActorAnchorPointZN(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION ); // Build the animation @@ -7066,7 +7066,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7101,7 +7101,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -7109,14 +7109,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Repeat with a different (ease-in) alpha function animation = Animation::New(durationSeconds); @@ -7132,7 +7132,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void) finishCheck.CheckSignalNotReceived(); // The size should have travelled less, than with a linear alpha function - Vector3 current(actor.GetCurrentSize()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE )); DALI_TEST_CHECK( current.x > 0.0f ); DALI_TEST_CHECK( current.y > 0.0f ); DALI_TEST_CHECK( current.z > 0.0f ); @@ -7146,14 +7146,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Repeat with a delay float delay = 0.5f; @@ -7168,7 +7168,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7176,7 +7176,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); END_TEST; } @@ -7187,7 +7187,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION ); // Build the animation @@ -7219,7 +7219,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7227,7 +7227,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION ); END_TEST; } @@ -7239,7 +7239,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION ); // Build the animation @@ -7271,7 +7271,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7279,7 +7279,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION ); END_TEST; } @@ -7291,7 +7291,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION ); // Build the animation @@ -7323,7 +7323,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7331,7 +7331,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION ); END_TEST; } @@ -7342,7 +7342,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7365,7 +7365,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -7373,14 +7373,14 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Repeat with a different (ease-in) alpha function animation = Animation::New(durationSeconds); @@ -7397,7 +7397,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) finishCheck.CheckSignalNotReceived(); // The size should have travelled less, than with a linear alpha function - Vector3 current(actor.GetCurrentSize()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE )); DALI_TEST_CHECK( current.x > 0.0f ); DALI_TEST_CHECK( current.y > 0.0f ); DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); @@ -7409,15 +7409,15 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Repeat with a delay float delay = 0.5f; @@ -7433,7 +7433,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7441,8 +7441,8 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION ); END_TEST; } @@ -7452,7 +7452,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7487,7 +7487,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -7495,7 +7495,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -7506,7 +7506,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, startValue, 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), startValue, TEST_LOCATION ); @@ -7540,7 +7540,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7548,7 +7548,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetX, 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 ); @@ -7562,7 +7562,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, startValue, 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), startValue, TEST_LOCATION ); @@ -7596,7 +7596,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7604,7 +7604,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetY, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), startValue, TEST_LOCATION ); @@ -7618,7 +7618,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, startValue, 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), startValue, TEST_LOCATION ); @@ -7652,7 +7652,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -7660,7 +7660,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, targetZ, 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), targetZ, TEST_LOCATION ); @@ -7673,7 +7673,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7698,7 +7698,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved less, than with a linear alpha function - Vector3 current(actor.GetCurrentPosition()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION )); DALI_TEST_CHECK( current.x > Vector3::ZERO.x ); DALI_TEST_CHECK( current.y > Vector3::ZERO.y ); DALI_TEST_CHECK( current.z > Vector3::ZERO.z ); @@ -7712,7 +7712,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -7722,7 +7722,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7748,7 +7748,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); @@ -7756,7 +7756,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/); @@ -7764,7 +7764,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -7774,7 +7774,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7801,7 +7801,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); @@ -7809,7 +7809,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/); @@ -7817,7 +7817,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -7826,9 +7826,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7853,7 +7853,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -7861,7 +7861,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -7869,7 +7869,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -7877,7 +7877,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -7886,9 +7886,9 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7911,7 +7911,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -7919,7 +7919,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -7927,7 +7927,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -7935,7 +7935,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -7944,9 +7944,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -7968,7 +7968,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -7976,7 +7976,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -7984,7 +7984,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -7992,7 +7992,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -8001,9 +8001,9 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8027,7 +8027,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -8036,7 +8036,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.5f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -8045,7 +8045,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.75f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -8053,7 +8053,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -8062,9 +8062,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8088,7 +8088,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); @@ -8097,7 +8097,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.5f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); @@ -8106,7 +8106,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); progress = max(0.0f, 0.75f - delay) / (1.0f - delay); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -8114,7 +8114,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } @@ -8124,7 +8124,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8153,7 +8153,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -8161,14 +8161,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetScale(Vector3::ONE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Repeat with a different (ease-in) alpha function animation = Animation::New(durationSeconds); @@ -8184,7 +8184,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void) finishCheck.CheckSignalNotReceived(); // The scale should have grown less, than with a linear alpha function - Vector3 current(actor.GetCurrentScale()); + Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE )); DALI_TEST_CHECK( current.x > 1.0f ); DALI_TEST_CHECK( current.y > 1.0f ); DALI_TEST_CHECK( current.z > 1.0f ); @@ -8198,14 +8198,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); // Reset everything finishCheck.Reset(); actor.SetScale(Vector3::ONE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Repeat with a delay float delay = 0.5f; @@ -8220,7 +8220,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -8228,7 +8228,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } @@ -8239,7 +8239,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, startValue, 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), startValue, TEST_LOCATION ); @@ -8272,7 +8272,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); @@ -8283,7 +8283,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); @@ -8297,7 +8297,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, startValue, 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), startValue, TEST_LOCATION ); @@ -8330,7 +8330,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); @@ -8341,7 +8341,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); @@ -8355,7 +8355,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, startValue, 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), startValue, TEST_LOCATION ); @@ -8388,7 +8388,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION ); @@ -8399,7 +8399,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION ); @@ -8412,7 +8412,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -8444,7 +8444,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); @@ -8452,14 +8452,14 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); // Reset everything finishCheck.Reset(); - actor.SetColor(Color::WHITE); + actor.SetProperty( Actor::Property::COLOR,Color::WHITE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Repeat with a different (ease-in) alpha function animation = Animation::New(durationSeconds); @@ -8475,7 +8475,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) finishCheck.CheckSignalNotReceived(); // The color should have changed less, than with a linear alpha function - Vector4 current(actor.GetCurrentColor()); + Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR )); DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change DALI_TEST_CHECK( current.y < 1.0f ); DALI_TEST_CHECK( current.y > tenPercentProgress.y ); @@ -8489,14 +8489,14 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); // Reset everything finishCheck.Reset(); - actor.SetColor(Color::WHITE); + actor.SetProperty( Actor::Property::COLOR,Color::WHITE); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Repeat with a shorter animator duration float animatorDuration = 0.5f; @@ -8511,7 +8511,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */); @@ -8519,7 +8519,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -8527,7 +8527,7 @@ int UtcDaliAnimationAnimateToActorColorP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); END_TEST; } @@ -8538,7 +8538,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, startValue, 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 ); @@ -8573,7 +8573,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); @@ -8585,7 +8585,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED), targetRed, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); @@ -8600,7 +8600,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, startValue, 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 ); @@ -8635,7 +8635,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); @@ -8647,7 +8647,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); @@ -8662,7 +8662,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, startValue, 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 ); @@ -8697,7 +8697,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), fiftyPercentProgress, TEST_LOCATION ); @@ -8709,7 +8709,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION ); @@ -8724,7 +8724,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); float startValue(1.0f); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -8760,7 +8760,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); @@ -8772,7 +8772,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); @@ -8957,10 +8957,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -8997,7 +8997,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); @@ -9005,7 +9005,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); @@ -9013,7 +9013,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); @@ -9021,7 +9021,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); @@ -9029,7 +9029,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); application.SendNotification(); @@ -9037,7 +9037,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); @@ -9045,7 +9045,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -9059,10 +9059,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9096,7 +9096,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); @@ -9104,7 +9104,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); @@ -9112,7 +9112,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); @@ -9120,7 +9120,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); @@ -9128,7 +9128,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); application.SendNotification(); @@ -9136,7 +9136,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); @@ -9144,7 +9144,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -9158,10 +9158,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9237,10 +9237,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9316,13 +9316,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9341,7 +9341,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void) animation.Play(); // Final key frame value should be retrievable straight away - DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); @@ -9353,7 +9353,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void) application.Render(static_cast(durationSeconds*500.0f)+1); application.SendNotification(); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION); finishCheck.CheckSignalReceived(); END_TEST; } @@ -9364,13 +9364,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9399,7 +9399,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void) application.Render(static_cast(durationSeconds*500.0f)+1); application.SendNotification(); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION); finishCheck.CheckSignalReceived(); END_TEST; } @@ -9410,13 +9410,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); Quaternion start(Radian(aa.angle), aa.axis); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9445,7 +9445,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void) Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; } @@ -9456,13 +9456,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); application.SendNotification(); application.Render(0); Stage::GetCurrent().Add(actor); Quaternion start(Radian(aa.angle), aa.axis); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9487,27 +9487,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void) finishCheck.CheckSignalNotReceived(); Quaternion check(Radian(Degree(60)), Vector3::XAXIS); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(90)), Vector3::XAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(120)), Vector3::XAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(120)), Vector3::YAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); // We did expect the animation to finish @@ -9521,13 +9521,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); Stage::GetCurrent().Add(actor); application.SendNotification(); application.Render(0); Quaternion start(Radian(aa.angle), aa.axis); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9554,7 +9554,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void) Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; } @@ -9565,13 +9565,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void) Actor actor = Actor::New(); AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); application.SendNotification(); application.Render(0); Stage::GetCurrent().Add(actor); Quaternion start(Radian(aa.angle), aa.axis); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -9597,27 +9597,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void) finishCheck.CheckSignalNotReceived(); Quaternion check(Radian(Degree(60)), Vector3::XAXIS); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(90)), Vector3::XAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(120)), Vector3::XAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); check = Quaternion( Radian(Degree(120)), Vector3::YAXIS ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); // We did expect the animation to finish @@ -9631,10 +9631,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9710,10 +9710,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9789,10 +9789,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9870,10 +9870,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -9952,10 +9952,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) float startValue(1.0f); float delay = 0.5f; Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -10032,10 +10032,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void) float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, 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 ); @@ -10152,36 +10152,36 @@ int UtcDaliAnimationAnimateP(void) Quaternion rotation; path.Sample( 0.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); path.Sample( 0.25f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); path.Sample( 0.5f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); path.Sample( 0.75f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); path.Sample( 1.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; @@ -10231,36 +10231,36 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void) Quaternion rotation; path.Sample( 0.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); path.Sample( 0.25f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); path.Sample( 0.5f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); path.Sample( 0.75f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); path.Sample( 1.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; @@ -10310,36 +10310,36 @@ int UtcDaliAnimationAnimateTimePeriodP(void) Quaternion rotation; path.Sample( 0.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); path.Sample( 0.25f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); path.Sample( 0.5f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); path.Sample( 0.75f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); path.Sample( 1.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; @@ -10389,36 +10389,36 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void) Quaternion rotation; path.Sample( 0.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); path.Sample( 0.25f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); application.SendNotification(); path.Sample( 0.5f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); path.Sample( 0.75f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); path.Sample( 1.0f, position, tangent ); rotation = Quaternion( Vector3::XAXIS, tangent ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); finishCheck.CheckSignalReceived(); END_TEST; @@ -10429,10 +10429,10 @@ int UtcDaliAnimationShowP(void) TestApplication application; Actor actor = Actor::New(); - actor.SetVisible(false); + actor.SetProperty( Actor::Property::VISIBLE,false); application.SendNotification(); application.Render(0); - DALI_TEST_CHECK( !actor.IsVisible() ); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); Stage::GetCurrent().Add(actor); // Start the animation @@ -10451,7 +10451,7 @@ int UtcDaliAnimationShowP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f)/*Should be shown now*/); @@ -10459,7 +10459,7 @@ int UtcDaliAnimationShowP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -10467,7 +10467,7 @@ int UtcDaliAnimationShowP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); END_TEST; } @@ -10476,7 +10476,7 @@ int UtcDaliAnimationHideP(void) TestApplication application; Actor actor = Actor::New(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); Stage::GetCurrent().Add(actor); // Start the animation @@ -10495,7 +10495,7 @@ int UtcDaliAnimationHideP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f)/*Should be hidden now*/); @@ -10503,7 +10503,7 @@ int UtcDaliAnimationHideP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -10511,7 +10511,7 @@ int UtcDaliAnimationHideP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); END_TEST; } @@ -10523,7 +10523,7 @@ int UtcDaliAnimationShowHideAtEndP(void) TestApplication application; Actor actor = Actor::New(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); Stage::GetCurrent().Add(actor); // Start Hide animation @@ -10542,7 +10542,7 @@ int UtcDaliAnimationShowHideAtEndP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); // Start Show animation animation = Animation::New(durationSeconds); @@ -10556,7 +10556,7 @@ int UtcDaliAnimationShowHideAtEndP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); END_TEST; } @@ -10928,7 +10928,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void) //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 ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); tet_infoline("Set target position in animation without intiating play"); @@ -10956,7 +10956,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void) 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 ); + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x ); application.Render(2000u); @@ -10993,7 +10993,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void) //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 ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); tet_infoline("Set target position in animation without intiating play"); @@ -11023,7 +11023,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void) 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 ); + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x ); application.Render(2000u); @@ -11170,7 +11170,7 @@ int UtcDaliAnimationTimePeriodOrder(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); @@ -11192,7 +11192,7 @@ int UtcDaliAnimationTimePeriodOrder(void) application.SendNotification(); application.Render(5000); // After the animation is complete - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION ); @@ -11207,7 +11207,7 @@ int UtcDaliAnimationTimePeriodOrder(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); @@ -11223,7 +11223,7 @@ int UtcDaliAnimationTimePeriodOrder(void) application.SendNotification(); application.Render(5000); // After the animation is complete - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION ); @@ -11242,7 +11242,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); @@ -11268,7 +11268,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.SendNotification(); application.Render(14000); // After the animation is complete - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION ); @@ -11284,7 +11284,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); @@ -11304,7 +11304,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.SendNotification(); application.Render(14000); // After the animation is complete - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION ); @@ -11472,7 +11472,7 @@ int UtcDaliAnimationProgressCallbackP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); tet_infoline( "Animation finished" ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -11507,21 +11507,21 @@ int UtcDaliAnimationPlayAfterP(void) application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ ); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ ); @@ -11529,11 +11529,11 @@ int UtcDaliAnimationPlayAfterP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } tet_printf("Testing that playing after 2 seconds with negative speedfactor\n"); @@ -11563,21 +11563,21 @@ int UtcDaliAnimationPlayAfterP(void) application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ ); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ ); @@ -11585,11 +11585,11 @@ int UtcDaliAnimationPlayAfterP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); } END_TEST; @@ -11631,7 +11631,7 @@ int UtcDaliAnimationPlayAfterP2(void) application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move } application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ ); @@ -11639,14 +11639,14 @@ int UtcDaliAnimationPlayAfterP2(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ ); @@ -11654,7 +11654,7 @@ int UtcDaliAnimationPlayAfterP2(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } animation.SetLooping(false); @@ -11663,7 +11663,7 @@ int UtcDaliAnimationPlayAfterP2(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n"); @@ -11699,7 +11699,7 @@ int UtcDaliAnimationPlayAfterP2(void) application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. } application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ ); @@ -11707,14 +11707,14 @@ int UtcDaliAnimationPlayAfterP2(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ ); @@ -11722,7 +11722,7 @@ int UtcDaliAnimationPlayAfterP2(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second } animation.SetLooping(false); @@ -11731,7 +11731,7 @@ int UtcDaliAnimationPlayAfterP2(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); } END_TEST; @@ -11768,14 +11768,14 @@ int UtcDaliAnimationPlayAfterP3(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ ); @@ -11783,11 +11783,11 @@ int UtcDaliAnimationPlayAfterP3(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -11822,35 +11822,35 @@ int UtcDaliAnimationPlayAfterP4(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ ); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ ); @@ -11858,11 +11858,11 @@ int UtcDaliAnimationPlayAfterP4(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -11893,7 +11893,7 @@ int UtcDaliAnimationSetLoopingModeP(void) application.SendNotification(); application.Render(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } // LoopingMode::AUTO_REVERSE @@ -11929,7 +11929,7 @@ int UtcDaliAnimationSetLoopingModeP(void) // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition, // and arrives at the beginning. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ ); @@ -11937,7 +11937,7 @@ int UtcDaliAnimationSetLoopingModeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); } animation.SetLooping( false ); @@ -11947,7 +11947,7 @@ int UtcDaliAnimationSetLoopingModeP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); } // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end @@ -11987,7 +11987,7 @@ int UtcDaliAnimationSetLoopingModeP(void) // Setting a negative speed factor is to play the animation in reverse. // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time, // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ ); @@ -11995,7 +11995,7 @@ int UtcDaliAnimationSetLoopingModeP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } animation.SetLooping( false ); @@ -12005,7 +12005,7 @@ int UtcDaliAnimationSetLoopingModeP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); } END_TEST; @@ -12056,7 +12056,7 @@ int UtcDaliAnimationSetLoopingModeP2(void) application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition, // and arrives at the beginning. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); @@ -12074,7 +12074,7 @@ int UtcDaliAnimationSetLoopingModeP2(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); finishCheck.Reset(); } @@ -12122,7 +12122,7 @@ int UtcDaliAnimationSetLoopingModeP2(void) // Setting a negative speed factor is to play the animation in reverse. // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time, // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); @@ -12140,7 +12140,7 @@ int UtcDaliAnimationSetLoopingModeP2(void) application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); finishCheck.Reset(); } @@ -12185,13 +12185,13 @@ int UtcDaliAnimationSetLoopingModeP3(void) // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition, // and arrives at the beginning. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ ); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ ); @@ -12202,7 +12202,7 @@ int UtcDaliAnimationSetLoopingModeP3(void) finishCheck.CheckSignalReceived(); // After all animation finished, arrives at the beginning. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); finishCheck.Reset(); } @@ -12242,13 +12242,13 @@ int UtcDaliAnimationSetLoopingModeP3(void) // Setting a negative speed factor is to play the animation in reverse. // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time, // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ ); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.SendNotification(); application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ ); @@ -12259,7 +12259,7 @@ int UtcDaliAnimationSetLoopingModeP3(void) finishCheck.CheckSignalReceived(); // After all animation finished, arrives at the target. - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); finishCheck.Reset(); } @@ -12328,7 +12328,7 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); tet_infoline( "Animation finished" ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } @@ -13493,3 +13493,77 @@ int UtcDaliAnimationPlayFromWithLoopCount(void) END_TEST; } + +int UtcDaliAnimationCombineToAndByWithStop(void) +{ + tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy"); + + TestApplication application; + + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >(); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) ); + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render( 500 ); + + application.SendNotification(); + application.Render( 500 ); + + application.SendNotification(); + application.Render( 500 ); + + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); + + // Check the y position, it should be the same as before + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationCountAndGetAnimationAt(void) +{ + tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt"); + + TestApplication application; + + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >(); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render( 500 ); + + uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount(); + DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION ); + + DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) ); + + Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 ); + DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION ); + + DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION ); + + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); + + END_TEST; +}