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=a11ca7856cd90c73ee62bfdc4930186869d59353;hpb=0b16bcc14835561a27844e2c57f2cc57eb636901;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 a11ca78..6a67e8d 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -42,6 +42,7 @@ namespace static const float ROTATION_EPSILON = 0.0001f; static const float VECTOR4_EPSILON = 0.0001f; +static const float VECTOR3_EPSILON = 0.0001f; // Functor to test whether a Finish signal is emitted struct AnimationFinishCheck @@ -267,7 +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(); @@ -289,13 +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; } @@ -355,7 +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) { @@ -377,13 +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; } @@ -438,7 +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(); @@ -675,7 +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(); @@ -689,7 +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; } @@ -815,7 +816,7 @@ int UtcDaliAnimationIsLoopingP(void) END_TEST; } -int UtcDaliAnimationSetEndActioN(void) +int UtcDaliAnimationSetEndActionN(void) { TestApplication application; @@ -843,13 +844,13 @@ int UtcDaliAnimationSetEndActioN(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(); @@ -866,17 +867,17 @@ int UtcDaliAnimationSetEndActioN(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(); @@ -890,17 +891,17 @@ int UtcDaliAnimationSetEndActioN(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; } @@ -949,7 +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 @@ -976,7 +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 @@ -1003,7 +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 @@ -1026,7 +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; @@ -1110,7 +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 @@ -1124,20 +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; } @@ -1277,27 +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; } @@ -1337,41 +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; } @@ -1413,21 +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 */); @@ -1435,20 +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; } @@ -1491,21 +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"); @@ -1517,27 +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; } @@ -1697,8 +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 ); } @@ -1784,7 +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 @@ -1799,7 +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; } @@ -1866,7 +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 @@ -1881,7 +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; } @@ -1933,14 +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*/ ); @@ -1948,7 +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; } @@ -2027,7 +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(); @@ -2036,7 +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(); @@ -2045,7 +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(); @@ -2054,7 +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(); @@ -2063,17 +2064,17 @@ 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; } -int UtcDaliAnimationPlayOffStageP(void) +int UtcDaliAnimationPlayOffStageDiscardP(void) { // Test that an animation can be played, when the actor is off-stage. // When the actor is added to the stage, it should appear at the current position @@ -2083,8 +2084,8 @@ int UtcDaliAnimationPlayOffStageP(void) Actor actor = Actor::New(); Vector3 basePosition(Vector3::ZERO); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); - // Not added to the stage! + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); + // Not added to the stage yet! // Build the animation float durationSeconds(1.0f); @@ -2106,7 +2107,99 @@ int UtcDaliAnimationPlayOffStageP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, 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); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + + // Remove from the stage + Stage::GetCurrent().Remove(actor); + + application.SendNotification(); + 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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + + // Add to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPlayOffStageBakeFinalP(void) +{ + // Test that an animation can be played, when the actor is off-stage. + // When the actor is added to the stage, it should appear at the current position + // i.e. where it would have been anyway, if on-stage from the beginning. + + TestApplication application; + + Actor actor = Actor::New(); + Vector3 basePosition(Vector3::ZERO); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); + // Not added to the stage! + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2117,8 +2210,7 @@ int UtcDaliAnimationPlayOffStageP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*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); @@ -2129,19 +2221,123 @@ int UtcDaliAnimationPlayOffStageP(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*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION ); + + // Add to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPlayOffStageBakeP(void) +{ + // Test that an animation can be played, when the actor is off-stage. + // When the actor is added to the stage, it should appear at the current position + // i.e. where it would have been anyway, if on-stage from the beginning. + + TestApplication application; + + Actor actor = Actor::New(); + Vector3 basePosition(Vector3::ZERO); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION ); + // Not added to the stage! + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetDisconnectAction( Animation::Bake ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + + // Remove from the stage + Stage::GetCurrent().Remove(actor); // baked here + + 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)/* 60% progress */); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + 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 + + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + + // Add back to the stage + Stage::GetCurrent().Add(actor); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, 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*/); @@ -2149,13 +2345,14 @@ int UtcDaliAnimationPlayOffStageP(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; } @@ -2190,7 +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 */); @@ -2198,7 +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 */); @@ -2206,7 +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 */); @@ -2214,7 +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*/); @@ -2222,13 +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; } @@ -2258,7 +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! @@ -2273,7 +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 */); @@ -2281,7 +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 */); @@ -2289,7 +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 */); @@ -2297,7 +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; } @@ -2342,7 +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(); @@ -2351,13 +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 @@ -2377,7 +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 @@ -2399,7 +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; @@ -2436,7 +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(); @@ -2445,19 +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; } @@ -2513,7 +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(); @@ -2527,7 +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 @@ -2545,13 +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; } @@ -2588,7 +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(); @@ -2604,7 +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 ); } @@ -2625,14 +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 @@ -2677,7 +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(); @@ -2691,7 +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; } @@ -2727,7 +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(); @@ -2743,7 +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; } @@ -2776,7 +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(); @@ -2787,7 +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(); @@ -2802,16 +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; } @@ -4370,7 +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); @@ -4397,7 +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*/); @@ -4405,13 +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; } @@ -4421,7 +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); @@ -4432,7 +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 @@ -4444,12 +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; } @@ -4464,7 +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); @@ -4490,7 +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 ); @@ -4501,13 +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; } @@ -4521,7 +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); @@ -4548,7 +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*/); @@ -4556,13 +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; } @@ -4576,7 +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); @@ -4604,7 +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*/); @@ -4612,13 +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; } @@ -4627,9 +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); @@ -4654,7 +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 */); @@ -4662,7 +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 */); @@ -4670,7 +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*/); @@ -4678,7 +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; } @@ -4689,9 +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); @@ -4714,7 +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 */); @@ -4722,7 +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 */); @@ -4730,7 +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*/); @@ -4738,7 +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; } @@ -4750,9 +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); @@ -4777,7 +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 */); @@ -4785,7 +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 */); @@ -4793,7 +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*/); @@ -4801,8 +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; } @@ -4812,9 +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); @@ -4836,7 +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 */); @@ -4844,7 +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 */); @@ -4852,7 +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*/); @@ -4860,7 +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; } @@ -4869,9 +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); @@ -4896,7 +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 */); @@ -4905,7 +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 */); @@ -4914,7 +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*/); @@ -4922,7 +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; } @@ -4932,7 +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); @@ -4959,7 +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*/); @@ -4967,14 +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); @@ -4990,7 +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 ); @@ -5004,14 +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; @@ -5026,7 +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*/); @@ -5034,7 +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; } @@ -5044,7 +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); @@ -5055,7 +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 @@ -5067,12 +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; } @@ -5083,7 +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); @@ -5092,7 +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 @@ -5105,12 +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; } @@ -5121,7 +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); @@ -5133,7 +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 @@ -5146,12 +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; } @@ -5162,7 +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); @@ -5171,7 +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 @@ -5183,12 +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; } @@ -5199,7 +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); @@ -5210,7 +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 @@ -5222,12 +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; } @@ -5238,14 +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); @@ -5261,12 +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; } @@ -6689,33 +6886,29 @@ 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); Animation animation = Animation::New(durationSeconds); Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginXP(void) +int UtcDaliAnimationAnimateToActorParentOriginXN(void) { TestApplication application; 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 @@ -6723,26 +6916,22 @@ int UtcDaliAnimationAnimateToActorParentOriginXP(void) Animation animation = Animation::New(durationSeconds); float targetX(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginYP(void) +int UtcDaliAnimationAnimateToActorParentOriginYN(void) { TestApplication application; 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 @@ -6750,26 +6939,22 @@ int UtcDaliAnimationAnimateToActorParentOriginYP(void) Animation animation = Animation::New(durationSeconds); float targetY(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginZP(void) +int UtcDaliAnimationAnimateToActorParentOriginZN(void) { TestApplication application; 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 @@ -6777,51 +6962,43 @@ int UtcDaliAnimationAnimateToActorParentOriginZP(void) Animation animation = Animation::New(durationSeconds); float targetZ(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointP(void) +int UtcDaliAnimationAnimateToActorAnchorPointN(void) { TestApplication application; 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); Animation animation = Animation::New(durationSeconds); Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointXP(void) +int UtcDaliAnimationAnimateToActorAnchorPointXN(void) { TestApplication application; 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 @@ -6829,26 +7006,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointXP(void) Animation animation = Animation::New(durationSeconds); float targetX(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointYP(void) +int UtcDaliAnimationAnimateToActorAnchorPointYN(void) { TestApplication application; 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 @@ -6856,26 +7029,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointYP(void) Animation animation = Animation::New(durationSeconds); float targetY(0.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointZP(void) +int UtcDaliAnimationAnimateToActorAnchorPointZN(void) { TestApplication application; 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 @@ -6883,15 +7052,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZP(void) Animation animation = Animation::New(durationSeconds); float targetZ(100.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } @@ -6901,7 +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); @@ -6936,7 +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*/); @@ -6944,14 +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); @@ -6967,7 +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 ); @@ -6981,14 +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; @@ -7003,7 +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*/); @@ -7011,7 +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; } @@ -7022,7 +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 @@ -7054,7 +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*/); @@ -7062,7 +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; } @@ -7074,7 +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 @@ -7106,7 +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*/); @@ -7114,7 +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; } @@ -7126,7 +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 @@ -7158,7 +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*/); @@ -7166,7 +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; } @@ -7177,7 +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); @@ -7200,7 +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*/); @@ -7208,14 +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); @@ -7232,7 +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 ); @@ -7244,15 +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; @@ -7268,7 +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*/); @@ -7276,8 +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; } @@ -7287,7 +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); @@ -7322,7 +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*/); @@ -7330,7 +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; } @@ -7341,7 +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 ); @@ -7375,7 +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*/); @@ -7383,7 +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 ); @@ -7397,7 +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 ); @@ -7431,7 +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*/); @@ -7439,7 +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 ); @@ -7453,7 +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 ); @@ -7487,7 +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*/); @@ -7495,7 +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 ); @@ -7508,7 +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); @@ -7533,7 +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 ); @@ -7547,7 +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; } @@ -7557,7 +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); @@ -7583,7 +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 */); @@ -7591,7 +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*/); @@ -7599,7 +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; } @@ -7609,7 +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); @@ -7636,7 +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 */); @@ -7644,7 +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*/); @@ -7652,7 +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; } @@ -7661,9 +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); @@ -7688,7 +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 */); @@ -7696,7 +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 */); @@ -7704,7 +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*/); @@ -7712,7 +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; } @@ -7721,9 +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); @@ -7746,7 +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 */); @@ -7754,7 +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 */); @@ -7762,7 +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*/); @@ -7770,7 +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; } @@ -7779,9 +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); @@ -7803,7 +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 */); @@ -7811,7 +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 */); @@ -7819,7 +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*/); @@ -7827,7 +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; } @@ -7836,9 +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); @@ -7862,7 +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 */); @@ -7871,7 +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 */); @@ -7880,7 +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*/); @@ -7888,7 +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; } @@ -7897,9 +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); @@ -7923,7 +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 */); @@ -7932,7 +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 */); @@ -7941,7 +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*/); @@ -7949,7 +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; } @@ -7959,7 +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); @@ -7988,7 +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*/); @@ -7996,14 +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); @@ -8019,7 +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 ); @@ -8033,14 +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; @@ -8055,7 +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*/); @@ -8063,7 +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; } @@ -8074,7 +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 ); @@ -8107,7 +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 ); @@ -8118,7 +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 ); @@ -8132,7 +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 ); @@ -8165,7 +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 ); @@ -8176,7 +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 ); @@ -8190,7 +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 ); @@ -8223,7 +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 ); @@ -8234,7 +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 ); @@ -8247,7 +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); @@ -8279,7 +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*/); @@ -8287,14 +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); @@ -8310,7 +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 ); @@ -8324,14 +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; @@ -8346,7 +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 */); @@ -8354,7 +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*/); @@ -8362,7 +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; } @@ -8373,7 +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 ); @@ -8408,7 +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 ); @@ -8420,7 +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 ); @@ -8435,7 +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 ); @@ -8470,7 +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 ); @@ -8482,7 +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 ); @@ -8497,7 +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 ); @@ -8532,7 +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 ); @@ -8544,7 +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 ); @@ -8559,7 +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 ); @@ -8595,7 +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 ); @@ -8607,7 +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 ); @@ -8642,7 +8807,7 @@ int UtcDaliAnimationKeyFrames01P(void) END_TEST; } -int UtcDaliAnimationKeyFrames02P(void) +int UtcDaliAnimationKeyFrames02N(void) { TestApplication application; @@ -8658,19 +8823,15 @@ int UtcDaliAnimationKeyFrames02P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(1.9f, false); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames03P(void) +int UtcDaliAnimationKeyFrames03N(void) { TestApplication application; @@ -8686,19 +8847,15 @@ int UtcDaliAnimationKeyFrames03P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames04P(void) +int UtcDaliAnimationKeyFrames04N(void) { TestApplication application; @@ -8714,19 +8871,15 @@ int UtcDaliAnimationKeyFrames04P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames05P(void) +int UtcDaliAnimationKeyFrames05N(void) { TestApplication application; @@ -8742,19 +8895,15 @@ int UtcDaliAnimationKeyFrames05P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, 1.0f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames06P(void) +int UtcDaliAnimationKeyFrames06N(void) { TestApplication application; @@ -8770,19 +8919,15 @@ int UtcDaliAnimationKeyFrames06P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames07P(void) +int UtcDaliAnimationKeyFrames07N(void) { TestApplication application; @@ -8798,15 +8943,11 @@ int UtcDaliAnimationKeyFrames07P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, 1.1f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } @@ -8816,10 +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 ); @@ -8856,7 +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(); @@ -8864,7 +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(); @@ -8872,7 +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(); @@ -8880,7 +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(); @@ -8888,7 +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(); @@ -8896,7 +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(); @@ -8904,7 +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 @@ -8918,10 +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 ); @@ -8955,7 +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(); @@ -8963,7 +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(); @@ -8971,7 +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(); @@ -8979,7 +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(); @@ -8987,7 +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(); @@ -8995,7 +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(); @@ -9003,7 +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 @@ -9017,10 +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 ); @@ -9096,10 +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 ); @@ -9175,13 +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); @@ -9200,7 +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); @@ -9212,7 +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; } @@ -9223,13 +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); @@ -9258,7 +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; } @@ -9269,13 +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); @@ -9304,7 +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; } @@ -9315,13 +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); @@ -9346,27 +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 @@ -9380,13 +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); @@ -9413,7 +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; } @@ -9424,13 +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); @@ -9456,27 +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 @@ -9490,10 +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 ); @@ -9569,10 +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 ); @@ -9648,10 +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 ); @@ -9729,10 +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 ); @@ -9811,10 +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 ); @@ -9891,10 +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 ); @@ -10011,36 +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; @@ -10090,36 +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; @@ -10169,36 +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; @@ -10248,36 +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; @@ -10288,10 +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 @@ -10310,7 +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*/); @@ -10318,7 +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*/); @@ -10326,7 +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; } @@ -10335,7 +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 @@ -10354,7 +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*/); @@ -10362,7 +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*/); @@ -10370,7 +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; } @@ -10382,7 +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 @@ -10401,7 +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); @@ -10415,7 +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; } @@ -10709,19 +10850,14 @@ int UtcDaliAnimationAnimateByNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation Animation animation = Animation::New( 2.0f ); std::string relativeValue = "relative string"; animation.AnimateBy( Property(actor, index), relativeValue ); tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); - } - + }, "Target value is not animatable" ); END_TEST; } @@ -10739,19 +10875,13 @@ int UtcDaliAnimationAnimateToNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation Animation animation = Animation::New( 2.0f ); std::string relativeValue = "relative string"; animation.AnimateTo( Property(actor, index), relativeValue ); - - tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); - } + }, "Target value is not animatable" ); END_TEST; } @@ -10768,20 +10898,14 @@ int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation KeyFrames keyFrames = KeyFrames::New(); keyFrames.Add( 0.0f, std::string("relative string1") ); keyFrames.Add( 1.0f, std::string("relative string2") ); // no need to really create the animation as keyframes do the check - - tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION ); - } + }, "Property type is not animatable" ); END_TEST; } @@ -10804,7 +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"); @@ -10832,7 +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); @@ -10869,7 +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"); @@ -10899,7 +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); @@ -11046,7 +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 ); @@ -11068,7 +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 ); @@ -11083,7 +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 ); @@ -11099,7 +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 ); @@ -11118,7 +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 ); @@ -11144,7 +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 ); @@ -11160,7 +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 ); @@ -11180,7 +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 ); @@ -11348,171 +11472,1602 @@ 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; } -int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void) +int UtcDaliAnimationPlayAfterP(void) { TestApplication application; - tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" ); - - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + tet_printf("Testing that playing after 2 seconds\n"); - // Build the animation + { + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // Play animation after the initial delay time + animation.PlayAfter( 0.2f ); + application.SendNotification(); + application.Render(0); // start animation + + application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.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*/ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + } + + tet_printf("Testing that playing after 2 seconds with negative speedfactor\n"); + // SpeedFactor < 0 + { + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetSpeedFactor( -1.0f ); // Set SpeedFactor as < 0 + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // Play animation after the initial delay time + animation.PlayAfter( 0.2f ); + application.SendNotification(); + application.Render(0); // start animation + + application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.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*/ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationPlayAfterP2(void) +{ + TestApplication application; + + tet_printf("Testing that playing after 2 seconds before looping\n"); + + { + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetLooping( true ); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // Play animation after the initial delay time + animation.PlayAfter( 0.2f ); + application.SendNotification(); + application.Render(0); // start animation + + for( int iterations = 0; iterations < 3; ++iterations ) + { + // The initial delay time of PlayAfter() applies only once in looping mode. + if( iterations == 0 ) + { + application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + } + + animation.SetLooping(false); + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ ); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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"); + // SpeedFactor < 0 + { + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetLooping( true ); + animation.SetSpeedFactor( -1.0f ); //Set SpeedFactor as < 0 + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // Play animation after the initial delay time + animation.PlayAfter( 0.2f ); + application.SendNotification(); + application.Render(0); // start animation + + for( int iterations = 0; iterations < 3; ++iterations ) + { + // The initial delay time of PlayAfter() applies only once in looping mode. + if( iterations == 0 ) + { + application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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); + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/ ); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationPlayAfterP3(void) +{ + TestApplication application; + + tet_printf("Testing that PlayAfter with the negative delay seconds\n"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // When the delay time is negative value, it would treat as play immediately. + animation.PlayAfter( -2.0f ); + application.SendNotification(); + application.Render(0); // start animation + + 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.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.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*/ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPlayAfterP4(void) +{ + TestApplication application; + + tet_printf("Testing that PlayAfter with progress value\n"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR, TimePeriod( 0.5f, 0.5f ) ); + + // Delay time is 0.3s. So after duration times, progress must be 70%. animation will finished at 1.3s. + animation.PlayAfter( durationSeconds * 0.3f ); + application.SendNotification(); + application.Render(0); // start animation + + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 5/6 delay progress, 0% animation progress, 0% animator progress */ ); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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.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.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.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.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*/ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationSetLoopingModeP(void) +{ + // Test Loop forever and Loop mode being set + TestApplication application; + Stage stage( Stage::GetCurrent() ); + + // Default: LoopingMode::RESTART + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART ); + + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + // Start the animation + animation.Play(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); + + actor.Unparent(); + + application.SendNotification(); + application.Render(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + } + + // LoopingMode::AUTO_REVERSE + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + animation.SetLooping( true ); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::LoopingMode::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + application.SendNotification(); + application.Render(0); + + for( int iterations = 0; iterations < 3; ++iterations ) + { + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + } + + animation.SetLooping( false ); + application.SendNotification(); + application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + 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 + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + animation.SetLooping( true ); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + // Specify a negative multiplier to play the animation in reverse + animation.SetSpeedFactor( -1.0f ); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + application.SendNotification(); + application.Render(0); + + for( int iterations = 0; iterations < 3; ++iterations ) + { + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // 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.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 */ ); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + } + + animation.SetLooping( false ); + application.SendNotification(); + application.Render(static_cast< unsigned int >( durationSeconds * 1000.0f ) + 1u /*just beyond the animation duration*/); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationSetLoopingModeP2(void) +{ + // Test Loop Count and Loop mode being set + TestApplication application; + Stage stage( Stage::GetCurrent() ); + + // LoopingMode::AUTO_REVERSE + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + finishCheck.Reset(); + } + + // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + // Specify a negative multiplier to play the animation in reverse + animation.SetSpeedFactor( -1.0f ); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + // 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + finishCheck.Reset(); + } + + END_TEST; +} + +int UtcDaliAnimationSetLoopingModeP3(void) +{ + // Test Loop Count is 1 (== default) and Loop mode being set + TestApplication application; + Stage stage( Stage::GetCurrent() ); + + // LoopingMode::AUTO_REVERSE + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + DALI_TEST_CHECK(1 == animation.GetLoopCount()); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + application.Render(0); + application.SendNotification(); + + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // 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.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.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*/ ); + + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + // After all animation finished, arrives at the beginning. + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + finishCheck.Reset(); + } + + // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + DALI_TEST_CHECK(1 == animation.GetLoopCount()); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + // Specify a negative multiplier to play the animation in reverse + animation.SetSpeedFactor( -1.0f ); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + application.Render(0); + application.SendNotification(); + + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // 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.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.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*/ ); + + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + // After all animation finished, arrives at the target. + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + finishCheck.Reset(); + } + + END_TEST; +} + +int UtcDaliAnimationGetLoopingModeP(void) +{ + TestApplication application; + + Animation animation = Animation::New(1.0f); + + // default mode + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + END_TEST; +} + +int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void) +{ + TestApplication application; + + tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" ); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck( progressSignalReceived ); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 10% progress + application.SendNotification(); + + tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" ); + progressCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + tet_infoline( "Animation finished" ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationMultipleProgressSignalsP(void) +{ + tet_infoline( "Multiple animations with different progress markers" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 30%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); + + tet_infoline( "AnimationBeta Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animationBeta, 0.5f ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations from 10% progress + animationAlpha.SetCurrentProgress( 0.1f ); + animationBeta.SetCurrentProgress( 0.1f ); + animationAlpha.Play(); + animationBeta.Play(); + + tet_infoline( "Animation Playing from 10%" ); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 20% progress + + tet_infoline( "Animation at 20% - No signals to be received" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*200.0f ); // 40% progress + application.SendNotification(); + tet_infoline( "Animation at 40% - Alpha signal should be received" ); + DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(durationSeconds*100.0f ); // 50% progress + tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(static_cast(durationSeconds*100.0f)/* 60% progress */); + application.SendNotification(); + + tet_infoline( "Animation at 60%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + tet_infoline( "Animation at 80%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationMultipleProgressSignalsP2(void) +{ + tet_infoline( "Multiple animations with different progress markers and big step time" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 1%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.01f ); + + tet_infoline( "AnimationBeta Progress notification set to 99%" ); + DevelAnimation::SetProgressNotification( animationBeta, 0.99f ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations unlimited looping + animationAlpha.SetLooping( true ); + animationBeta.SetLooping( true ); + animationAlpha.Play(); + animationBeta.Play(); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*20.0f ); // 2% progress + application.SendNotification(); + DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.SendNotification(); + application.Render(durationSeconds*960.0f ); // 98% progress + application.SendNotification(); + tet_infoline( "Animation at 98% - No signal received" ); + DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*40.0f ); // 2% progress + application.SendNotification(); + tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.SendNotification(); + application.Render(durationSeconds*980.0f ); // 100% progress + application.SendNotification(); + tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" ); + application.SendNotification(); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + animationAlpha.SetLooping( false ); + animationBeta.SetLooping( false ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/); + application.SendNotification(); + + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationProgressSignalWithPlayAfterP(void) +{ + tet_infoline( "Multiple animations with different progress markers" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + float delaySeconds(0.5f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 30%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); + + tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" ); + DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations from 10% progress + animationAlpha.PlayAfter(delaySeconds); + animationBeta.PlayAfter(delaySeconds); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(delaySeconds * 500.0f ); // 50% wait progress + + tet_infoline( "Delay at 50% - No signals to be received" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress + application.SendNotification(); + tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" ); + DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckBeta.CheckSignalReceived(); + progressCheckAlpha.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(durationSeconds * 200.0f ); // 25% progress + tet_infoline( "Animation at 25% - No signals to be received" ); + application.SendNotification(); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(durationSeconds * 200.0f ); // 45% progress + tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(static_cast(durationSeconds*150.0f)/* 60% progress */); + application.SendNotification(); + + tet_infoline( "Animation at 60%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + tet_infoline( "Animation at 80%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackWithLoopingP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation Animation animation = Animation::New(0.0f); //Set duration - float durationSeconds(1.0f); + const float durationSeconds(1.0f); animation.SetDuration(durationSeconds); + // Set Looping Count + const int loopCount( 4 ); + animation.SetLoopCount( loopCount ); + bool finishedSignalReceived(false); bool progressSignalReceived(false); AnimationFinishCheck finishCheck(finishedSignalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - AnimationProgressCheck progressCheck( progressSignalReceived ); + AnimationProgressCheck progressCheck(progressSignalReceived); DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); application.SendNotification(); Vector3 targetPosition(100.0f, 100.0f, 100.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + tet_infoline( "Animation Progress notification set to 50% with looping count 4" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + application.Render( ); + progressCheck.CheckSignalNotReceived(); animation.Play(); + for(int count = 0; count < loopCount; count++) + { + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + application.SendNotification(); + } + application.Render(10u); application.SendNotification(); - application.Render(0); // start animation - application.Render(durationSeconds*100.0f ); // 10% progress + application.Render(0u); application.SendNotification(); - tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" ); + finishCheck.CheckSignalReceived(); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackWithLoopingP2(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + // Set Looping Unlmited + animation.SetLooping( true ); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress notification set to 50% with unlimited looping" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + application.Render( ); + progressCheck.CheckSignalNotReceived(); - application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + animation.Play(); + + for(int count = 0; count < 4; count++) + { + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + finishCheck.CheckSignalNotReceived(); + application.SendNotification(); + } + finishCheck.CheckSignalNotReceived(); + animation.SetLooping( false ); + application.Render(0u); + application.SendNotification(); + application.Render(static_cast(durationSeconds * 1000.0f) + 10u); application.SendNotification(); + application.Render(0u); + application.SendNotification(); + finishCheck.CheckSignalReceived(); - tet_infoline( "Animation finished" ); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationMultipleProgressSignalsP(void) +int UtcDaliAnimationProgressCallbackNegativeSpeed(void) { - tet_infoline( "Multiple animations with different progress markers" ); - TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); // Build the animation - Animation animationAlpha = Animation::New(0.0f); - Animation animationBeta = Animation::New(0.0f); + Animation animation = Animation::New(0.0f); //Set duration - float durationSeconds(1.0f); - animationAlpha.SetDuration(durationSeconds); - animationBeta.SetDuration(durationSeconds); + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - bool progressSignalReceivedAlpha(false); - bool progressSignalReceivedBeta(false); + //Set speed negative + animation.SetSpeedFactor( -1.0f ); - AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); - AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + // Set Looping Unlmited + animation.SetLooping( true ); - DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); - DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); application.SendNotification(); Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - - tet_infoline( "AnimationAlpha Progress notification set to 30%" ); - DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - tet_infoline( "AnimationBeta Progress notification set to 50%" ); - DevelAnimation::SetProgressNotification( animationBeta, 0.5f ); + tet_infoline( "Animation Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); application.SendNotification(); application.Render( ); - progressCheckAlpha.CheckSignalNotReceived(); - progressCheckBeta.CheckSignalNotReceived(); + progressCheck.CheckSignalNotReceived(); - // Start the animations from 10% progress - animationAlpha.SetCurrentProgress( 0.1f ); - animationBeta.SetCurrentProgress( 0.1f ); - animationAlpha.Play(); - animationBeta.Play(); + animation.Play(); - tet_infoline( "Animation Playing from 10%" ); + for(int count = 0; count < 4; count++) + { + application.SendNotification(); + application.Render(0); // start animation + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + finishCheck.CheckSignalNotReceived(); + application.SendNotification(); + } + finishCheck.CheckSignalNotReceived(); + + animation.Stop(); + animation.SetLooping( false ); + animation.SetLoopCount( 4 ); + animation.Play(); + application.Render(0u); application.SendNotification(); - application.Render(0); // start animation - application.Render(durationSeconds*100.0f ); // 20% progress - tet_infoline( "Animation at 20% - No signals to be received" ); + for(int count = 0; count < 4; count++) + { + application.SendNotification(); + application.Render(0); // start animation + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + application.SendNotification(); + } + application.Render(10u); + application.SendNotification(); + application.Render(0u); + application.SendNotification(); + + finishCheck.CheckSignalReceived(); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackInvalidSignalN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" ); + animation.SetPlayRange( Vector2( 0.1f, 0.9f ) ); - progressCheckAlpha.CheckSignalNotReceived(); - progressCheckBeta.CheckSignalNotReceived(); + tet_infoline( "Animation Progress notification set to >90% that never can notificated" ); + DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 ); application.SendNotification(); - application.Render(durationSeconds*200.0f ); // 40% progress - application.SendNotification(); - tet_infoline( "Animation at 40% - Alpha signal should be received" ); - DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + application.Render( ); - progressCheckAlpha.CheckSignalReceived(); - progressCheckBeta.CheckSignalNotReceived(); + progressCheck.CheckSignalNotReceived(); - tet_infoline( "Progress check reset" ); - progressCheckAlpha.Reset(); - progressCheckBeta.Reset(); + animation.Play(); - application.Render(durationSeconds*100.0f ); // 50% progress - tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" ); application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 35% progress + DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION ); - DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + tet_infoline( "Animation at 35%" ); - progressCheckAlpha.CheckSignalNotReceived(); - progressCheckBeta.CheckSignalReceived(); - tet_infoline( "Progress check reset" ); - progressCheckAlpha.Reset(); - progressCheckBeta.Reset(); + progressCheck.CheckSignalNotReceived(); - application.Render(static_cast(durationSeconds*100.0f)/* 60% progress */); application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 60% progress + application.SendNotification(); + DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); tet_infoline( "Animation at 60%" ); - progressCheckAlpha.CheckSignalNotReceived(); - progressCheckBeta.CheckSignalNotReceived(); + progressCheck.CheckSignalNotReceived(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.Render(durationSeconds*0.25*1000.0f ); // 85% progress + tet_infoline( "Animation at 85%" ); application.SendNotification(); - tet_infoline( "Animation at 80%" ); + DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION ); - progressCheckAlpha.CheckSignalNotReceived(); - progressCheckBeta.CheckSignalNotReceived(); + progressCheck.CheckSignalNotReceived(); - application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish - tet_infoline( "Animation finished" ); + application.Render(durationSeconds*0.25*1000.0f ); // 90% progress + tet_infoline( "Animation over 90%" ); + application.SendNotification(); + + // progress never signaled because playrange is 90% + progressCheck.CheckSignalNotReceived(); END_TEST; } - int UtcDaliAnimationProgressCallbackLongDurationP(void) { TestApplication application; @@ -11580,3 +13135,435 @@ int UtcDaliAnimationProgressCallbackLongDurationP(void) END_TEST; } + +int UtcDaliAnimationAnimateByInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + DALI_TEST_ASSERTION( + { + // non animateable property (STRING) + animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable property (MATRIX) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE ); + animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) ); + }, "Property type is not animatable" ); + + // AnimateBy + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (STRING) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3, FLOAT) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3.A, VECTOR2) + animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateToInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + // AnimateTo + DALI_TEST_ASSERTION( + { + // non animateable property (MAP) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE ); + animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (ARRAY) + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (RECTANGLE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect() ) ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (FLOAT, INT) + animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3, VECTOR2) + animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + // AnimateBetween + DALI_TEST_ASSERTION( + { + // non animateable property (ARRAY) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE ); + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) ); + animation.AnimateBetween( Property( actor, index ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value() ); + animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (EXTENTS) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (RECTANGLE) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR2, VECTOR4) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) ); + animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) ); + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases +{ +enum TestFunction +{ + STOP, + CLEAR +}; + +void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName ) +{ + tet_printf( "Testing %s\n", testName ); + + // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately + // This test checks that that is being done + + const float durationSeconds( 1.0f ); + unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) ); + const Vector3 originalPosition( Vector3::ZERO ); + const Vector3 targetPosition( 10.0f, 10.0f, 10.0f ); + const Vector3 halfWayToTarget( targetPosition * 0.5f ); + + struct ExpectedValue + { + Animation::EndAction endAction; + Vector3 expectedGetPropertyValue; + }; + + ExpectedValue expectedValueTable[] = + { + { Animation::Bake, halfWayToTarget }, // When baking, the current value is the final value. + { Animation::BakeFinal, targetPosition }, // When BakeFinal, we should jump to the final value when clearing or stopping. + { Animation::Discard, originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping. + }; + const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue ); + + for( auto i = 0u; i < expectedValueTableCount; ++i ) + { + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New( durationSeconds ); + animation.SetEndAction( expectedValueTable[ i ].endAction ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + + // Start the animation + animation.Play(); + + application.SendNotification(); + application.Render( halfAnimationDuration ); + + // Stop or Clear the animation early, both have the same effect + if( functionToTest == TestFunction::STOP ) + { + animation.Stop(); + } + else + { + animation.Clear(); + } + + // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + + // After one frame, both values should match regardless of the End Action + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + } +} +} // unnamed namespace + +int UtcDaliAnimationStopPropertyValue(void) +{ + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" ); + END_TEST; +} + +int UtcDaliAnimationClearPropertyValue(void) +{ + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" ); + END_TEST; +} + +int UtcDaliAnimationPausePropertyValue(void) +{ + const float durationSeconds( 1.0f ); + unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) ); + const Vector3 originalPosition( Vector3::ZERO ); + const Vector3 targetPosition( 10.0f, 10.0f, 10.0f ); + const Vector3 halfWayToTarget( targetPosition * 0.5f ); + + Animation::EndAction endActions[] = + { + Animation::Bake, + Animation::BakeFinal, + Animation::Discard, + }; + const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] ); + + // For all end actions, when pausing, we stay at the current value + for( auto i = 0u; i < endActionCount; ++i ) + { + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New( durationSeconds ); + animation.SetEndAction( endActions[ i ] ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + + // Start the animation + animation.Play(); + + application.SendNotification(); + application.Render( halfAnimationDuration ); + + // Puase the animation early + animation.Pause(); + + // The event side property should be set the current value immediately, the update side property will still only be halfway + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + + // After one frame, both values should match regardless of the End Action + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationPlayFromWithLoopCount(void) +{ + TestApplication application; + + auto actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f ); + animation.SetLoopCount( 2 ); + animation.Play(); + + application.SendNotification(); + application.Render( 1001 ); + + // One loop completed + + application.Render( 2005 ); + application.SendNotification(); + + // 2 loops should have completed + DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION ); + + // Another render needs to occur after all the loops end + application.SendNotification(); + application.Render( 1000 ); + + // Stop the animation and use PlayFrom, previously we got an Assert here + animation.Stop(); + animation.PlayFrom( 0.5f ); + + application.SendNotification(); + application.Render( 1000 ); + + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + + 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; +}