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=e38d61bd5677d1d6adbea8723f0a00651b78504b;hpb=43797f47df181b336cc4d5c2268a3f728d71959a;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 e38d61b..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) 2014 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. @@ -20,7 +20,9 @@ #include #include +#include #include +#include using std::max; using namespace Dali; @@ -40,6 +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 @@ -88,6 +91,55 @@ struct AnimationFinishCheck bool& mSignalReceived; // owned by individual tests }; +// Functor to test whether a Progress signal is emitted +struct AnimationProgressCheck +{ + AnimationProgressCheck(bool& signalReceived, std::string name = " ") + : mSignalReceived(signalReceived), + mName( name ) + { + } + + void operator()(Animation& animation) + { + mSignalReceived = true; + } + + void Reset() + { + mSignalReceived = false; + } + + void CheckSignalReceived() + { + if (!mSignalReceived) + { + tet_printf("Expected Progress reached signal was not received %s \n", mName.c_str() ); + tet_result(TET_FAIL); + } + else + { + tet_result(TET_PASS); + } + } + + void CheckSignalNotReceived() + { + if (mSignalReceived) + { + tet_printf("Unexpected Progress reached signal was received %s \n", mName.c_str()); + tet_result(TET_FAIL); + } + else + { + tet_result(TET_PASS); + } + } + + bool& mSignalReceived; // owned by individual tests + std::string mName; +}; + } // anon namespace int UtcDaliAnimationConstructorP(void) @@ -216,7 +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(); @@ -238,13 +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; } @@ -304,7 +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) { @@ -326,292 +378,373 @@ 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; } -int UtcDaliAnimationIsLoopingP(void) +int UtcDaliAnimationSetLoopCountP(void) { TestApplication application; - Animation animation = Animation::New(1.0f); - DALI_TEST_CHECK(!animation.IsLooping()); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); - animation.SetLooping(true); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.SetLoopCount(3); DALI_TEST_CHECK(animation.IsLooping()); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + + // Loop + float intervalSeconds = 3.0f; + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + finishCheck.Reset(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + END_TEST; } -int UtcDaliAnimationSetEndActioN(void) +int UtcDaliAnimationSetLoopCountP2(void) { TestApplication application; + // + // switching between forever and loop count + // + Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake); - Vector3 targetPosition(10.0f, 10.0f, 10.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animation.SetEndAction(Animation::Discard); // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); animation.Play(); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + float intervalSeconds = 3.0f; + + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); - application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - // Go back to the start - actor.SetPosition(Vector3::ZERO); + finishCheck.Reset(); + + // Loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Test BakeFinal, animate again, for half the duration finishCheck.Reset(); - animation.SetEndAction(Animation::BakeFinal); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal); + + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Stop the animation early - animation.Stop(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); - // We did NOT expect the animation to finish + finishCheck.Reset(); + + // loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), 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 ); - // Go back to the start - actor.SetPosition(Vector3::ZERO); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Test EndAction::Discard, animate again, but don't bake this time finishCheck.Reset(); - animation.SetEndAction(Animation::Discard); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard); - animation.Play(); + + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); application.SendNotification(); - application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // We did expect the animation to finish + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); // we never hit play + + finishCheck.Reset(); - // The position should be discarded in the next frame - application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), 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 ); - application.Render(0); - DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationGetEndActionP(void) +int UtcDaliAnimationSetLoopCountP3(void) { TestApplication application; - Animation animation = Animation::New(1.0f); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake); + // + // switching between forever and loop count + // + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); animation.SetEndAction(Animation::Discard); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard); - animation.SetEndAction(Animation::BakeFinal); - DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal); + float intervalSeconds = 3.0f; - END_TEST; -} + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); -int UtcDaliAnimationSetDisconnectActionP(void) -{ - TestApplication application; - Stage stage( Stage::GetCurrent() ); + // loop forever + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); - // Default: BakeFinal - { - Actor actor = Actor::New(); - stage.Add(actor); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - Vector3 targetPosition(10.0f, 10.0f, 10.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + finishCheck.Reset(); - // Start the animation - animation.Play(); + // Loop N again + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); - application.SendNotification(); - application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - actor.Unparent(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); // we never hit play - application.SendNotification(); - application.Render(); + finishCheck.Reset(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); - } - // Bake - { - Actor actor = Actor::New(); - stage.Add(actor); + END_TEST; +} - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - animation.SetDisconnectAction( Animation::Bake ); +int UtcDaliAnimationSetLoopCountP4(void) +{ + TestApplication application; - Vector3 targetPosition(10.0f, 10.0f, 10.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + // + // ..and play again + // + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); - // Start the animation - animation.Play(); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animation.SetEndAction(Animation::Bake); - application.SendNotification(); - application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); + float intervalSeconds = 3.0f; - actor.Unparent(); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(); - - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION ); - } - - // Discard - { - Actor actor = Actor::New(); - stage.Add(actor); - - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - animation.SetDisconnectAction( Animation::Discard ); - - Vector3 targetPosition(10.0f, 10.0f, 10.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - - // 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.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - } - - // Don't play the animation: disconnect action should not be applied - { - Actor actor = Actor::New(); - stage.Add(actor); + animation.SetLoopCount(1); + animation.Play(); + DALI_TEST_CHECK(!animation.IsLooping()); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); - Vector3 targetPosition(10.0f, 10.0f, 10.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); + finishCheck.Reset(); - actor.Unparent(); + animation.Play(); // again + DALI_TEST_CHECK(!animation.IsLooping()); - application.SendNotification(); - application.Render(); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - } + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationGetDisconnectActionP(void) +int UtcDaliAnimationGetLoopCountP(void) { TestApplication application; - Animation animation = Animation::New(1.0f); - DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default! - animation.SetDisconnectAction(Animation::Discard); - DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); - animation.SetDisconnectAction(Animation::Bake); - DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - END_TEST; -} + DALI_TEST_CHECK(1 == animation.GetLoopCount()); -int UtcDaliAnimationSetDefaultAlphaFunctionP(void) -{ - TestApplication application; + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(3 == animation.GetLoopCount()); - Animation animation = Animation::New(1.0f); - AlphaFunction func = animation.GetDefaultAlphaFunction(); - DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION); + animation.Play(); - animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN); - AlphaFunction func2 = animation.GetDefaultAlphaFunction(); - DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION); - END_TEST; -} + application.Render(0); + application.SendNotification(); -int UtcDaliAnimationGetDefaultAlphaFunctionP(void) -{ - TestApplication application; + // Loop + float intervalSeconds = 3.0f; - Animation animation = Animation::New(1.0f); - AlphaFunction func = animation.GetDefaultAlphaFunction(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); - // Test that the default is linear - DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION); + application.Render(0); + application.SendNotification(); - animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN); - AlphaFunction func2 = animation.GetDefaultAlphaFunction(); - DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.SendNotification(); + + animation.SetLoopCount(0); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(0 == animation.GetLoopCount()); + + animation.SetLoopCount(1); + DALI_TEST_CHECK(!animation.IsLooping()); + DALI_TEST_CHECK(1 == animation.GetLoopCount()); END_TEST; } -int UtcDaliAnimationSetCurrentProgressP(void) + +int UtcDaliAnimationGetCurrentLoopP(void) { TestApplication application; @@ -619,95 +752,71 @@ int UtcDaliAnimationSetCurrentProgressP(void) Stage::GetCurrent().Add(actor); // Build the animation - Animation animation = Animation::New(0.0f); - - //Set duration float durationSeconds(1.0f); - animation.SetDuration(durationSeconds); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.SetLoopCount(3); + DALI_TEST_CHECK(animation.IsLooping()); + DALI_TEST_CHECK(0 == animation.GetCurrentLoop()); + animation.Play(); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + application.SendNotification(); - // Start the animation from 40% progress - animation.SetCurrentProgress( 0.4f ); - animation.Play(); + // Loop + float intervalSeconds = 3.0f; - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); - // 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( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_CHECK(2 == animation.GetCurrentLoop()); - animation.Play(); // Test that calling play has no effect, when animation is already playing - application.SendNotification(); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); - //Set the progress to 70% - animation.SetCurrentProgress( 0.7f ); application.SendNotification(); - application.Render(static_cast(durationSeconds*100.0f)/* 80% progress */); - DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + finishCheck.CheckSignalReceived(); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); + DALI_TEST_CHECK(animation.GetLoopCount() == animation.GetCurrentLoop()); + finishCheck.Reset(); + + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); - DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); - application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK(3 == animation.GetCurrentLoop()); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationSetCurrentProgressN(void) +int UtcDaliAnimationIsLoopingP(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); - animation.SetDuration(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); - - //Trying to set the current cursor outside the range [0..1] is ignored - animation.SetCurrentProgress( -1.0f); - application.SendNotification(); - DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + Animation animation = Animation::New(1.0f); + DALI_TEST_CHECK(!animation.IsLooping()); - animation.SetCurrentProgress( 100.0f); - application.SendNotification(); - DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + animation.SetLooping(true); + DALI_TEST_CHECK(animation.IsLooping()); END_TEST; } -int UtcDaliAnimationGetCurrentProgressP(void) +int UtcDaliAnimationSetEndActionN(void) { TestApplication application; @@ -715,293 +824,325 @@ int UtcDaliAnimationGetCurrentProgressP(void) Stage::GetCurrent().Add(actor); // Build the animation - Animation animation = Animation::New(0.0f); - animation.Play(); - - //Test GetCurrentProgress return 0.0 as the duration is 0.0 - DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); - - animation.SetCurrentProgress( 0.5f ); - application.SendNotification(); - application.Render(static_cast(100.0f)); + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake); - //Progress should still be 0.0 - DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - //Set duration - float durationSeconds(1.0f); - animation.SetDuration(durationSeconds); - application.SendNotification(); + // Start the animation + animation.Play(); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); - // Start the animation from 40% progress - animation.SetCurrentProgress( 0.4f ); + // Go back to the start + actor.SetPosition(Vector3::ZERO); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + // Test BakeFinal, animate again, for half the duration + finishCheck.Reset(); + animation.SetEndAction(Animation::BakeFinal); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal); animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.Render(static_cast(durationSeconds*1000.0f*0.5f) /*half of the animation duration*/); - // We didn't expect the animation to finish yet + // Stop the animation early + animation.Stop(); + + // We did NOT expect the animation to finish application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION ); - animation.Play(); // Test that calling play has no effect, when animation is already playing - application.SendNotification(); + // The position should be same with target position in the next frame + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); - //Set the progress to 70% - animation.SetCurrentProgress( 0.7f ); + // Go back to the start + actor.SetPosition(Vector3::ZERO); application.SendNotification(); - application.Render(static_cast(durationSeconds*100.0f)/* 80% progress */); - DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + application.Render(0); + 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(); + animation.SetEndAction(Animation::Discard); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard); + animation.Play(); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); - 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( 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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationSetSpeedFactorP(void) +int UtcDaliAnimationGetEndActionP(void) { TestApplication application; - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + Animation animation = Animation::New(1.0f); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + animation.SetEndAction(Animation::Discard); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard); - const Vector3 initialPosition(0.0f, 0.0f, 0.0f); - const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.SetEndAction(Animation::BakeFinal); + DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal); - KeyFrames keyframes = KeyFrames::New(); - keyframes.Add( 0.0f, initialPosition); - keyframes.Add( 1.0f, targetPosition ); - animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + END_TEST; +} - //Set speed to be x2 - animation.SetSpeedFactor(2.0f); +int UtcDaliAnimationSetDisconnectActionP(void) +{ + TestApplication application; + Stage stage( Stage::GetCurrent() ); - // Start the animation - animation.Play(); + // Default: BakeFinal + { + Actor actor = Actor::New(); + stage.Add(actor); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); + // Start the animation + animation.Play(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + actor.Unparent(); - application.Render(static_cast(durationSeconds*100.0f) + 1u/*just beyond half the duration*/); + application.SendNotification(); + application.Render(); - // 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 ); - application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + // Bake + { + Actor actor = Actor::New(); + stage.Add(actor); - finishCheck.Reset(); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetDisconnectAction( Animation::Bake ); - //Test -1 speed factor. Animation will play in reverse at normal speed - animation.SetSpeedFactor( -1.0f ); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - // Start the animation - animation.Play(); + // Start the animation + animation.Play(); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + actor.Unparent(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.SendNotification(); + application.Render(); - // 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*0.5f, TEST_LOCATION ); + } - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + // Discard + { + Actor actor = Actor::New(); + stage.Add(actor); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetDisconnectAction( Animation::Discard ); - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + // Start the animation + animation.Play(); - application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + application.SendNotification(); + application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION ); + actor.Unparent(); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + application.SendNotification(); + application.Render(); - //Test change speed factor on the fly - finishCheck.Reset(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + } - //Set speed to be half of normal speed - animation.SetSpeedFactor( 0.5f ); + // Don't play the animation: disconnect action should not be applied + { + Actor actor = Actor::New(); + stage.Add(actor); - // Start the animation - animation.Play(); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); + Vector3 targetPosition(10.0f, 10.0f, 10.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*0.5f*1000.0f)/*Only half the animation*/); - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + actor.Unparent(); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + application.SendNotification(); + application.Render(); - application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + } - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION ); + END_TEST; +} - //Change speed factor while animation still playing. - animation.SetSpeedFactor(-1.0f); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); +int UtcDaliAnimationGetDisconnectActionP(void) +{ + TestApplication application; + Animation animation = Animation::New(1.0f); + DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default! - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION ); + animation.SetDisconnectAction(Animation::Discard); + DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard); + + animation.SetDisconnectAction(Animation::Bake); + DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake); - application.Render(static_cast(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/); + END_TEST; +} - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION ); +int UtcDaliAnimationSetDefaultAlphaFunctionP(void) +{ + TestApplication application; - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + Animation animation = Animation::New(1.0f); + AlphaFunction func = animation.GetDefaultAlphaFunction(); + DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION); + + animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN); + AlphaFunction func2 = animation.GetDefaultAlphaFunction(); + DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION); END_TEST; } -int UtcDaliAnimationGetSpeedFactorP(void) +int UtcDaliAnimationGetDefaultAlphaFunctionP(void) { TestApplication application; Animation animation = Animation::New(1.0f); - animation.SetSpeedFactor(0.5f); - DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION); + AlphaFunction func = animation.GetDefaultAlphaFunction(); + + // Test that the default is linear + DALI_TEST_EQUALS(func.GetBuiltinFunction(), AlphaFunction::DEFAULT, TEST_LOCATION); + + animation.SetDefaultAlphaFunction(AlphaFunction::EASE_IN); + AlphaFunction func2 = animation.GetDefaultAlphaFunction(); + DALI_TEST_EQUALS(func2.GetBuiltinFunction(), AlphaFunction::EASE_IN, TEST_LOCATION); - animation.SetSpeedFactor(-2.5f); - DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION); END_TEST; } -int UtcDaliAnimationSetPlayRangeP(void) +int UtcDaliAnimationSetCurrentProgressP(void) { TestApplication application; Actor actor = Actor::New(); - Stage::GetCurrent().Add( actor ); + Stage::GetCurrent().Add(actor); // Build the animation - float durationSeconds( 1.0f ); - Animation animation = Animation::New( durationSeconds ); + Animation animation = Animation::New(0.0f); - bool signalReceived( false ); - AnimationFinishCheck finishCheck( signalReceived ); - animation.FinishedSignal().Connect( &application, finishCheck ); - application.SendNotification(); + //Set duration + float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - // Set range between 0.4 and 0.8 - animation.SetPlayRange( Vector2( 0.4f, 0.9f ) ); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION ); - Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); - animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); // Start the animation from 40% progress + animation.SetCurrentProgress( 0.4f ); animation.Play(); application.SendNotification(); - application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 60% progress */ ); + 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 ); + DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); + animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); - application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ ); + //Set the progress to 70% + animation.SetCurrentProgress( 0.7f ); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION ); + application.Render(static_cast(durationSeconds*100.0f)/* 80% progress */); + DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); application.SendNotification(); - application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ ); + finishCheck.CheckSignalNotReceived(); + 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 * 0.9f ), 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.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 UtcDaliAnimationSetPlayRangeN(void) +int UtcDaliAnimationSetCurrentProgressN(void) { TestApplication application; @@ -1009,59 +1150,120 @@ int UtcDaliAnimationSetPlayRangeN(void) Stage::GetCurrent().Add(actor); // Build the animation - Animation animation = Animation::New(0); - application.SendNotification(); + Animation animation = Animation::New(0.0f); - //PlayRange out of bounds - animation.SetPlayRange( Vector2(-1.0f,1.0f) ); - application.SendNotification(); - DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION ); - animation.SetPlayRange( Vector2(0.0f,2.0f) ); + //Set duration + float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION ); - //If playRange is not in the correct order it has to be ordered - animation.SetPlayRange( Vector2(0.8f,0.2f) ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + //Trying to set the current cursor outside the range [0..1] is ignored + animation.SetCurrentProgress( -1.0f); application.SendNotification(); - DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION ); + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + animation.SetCurrentProgress( 100.0f); + application.SendNotification(); + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationGetPlayRangeP(void) +int UtcDaliAnimationGetCurrentProgressP(void) { TestApplication application; Actor actor = Actor::New(); - Stage::GetCurrent().Add( actor ); + Stage::GetCurrent().Add(actor); // Build the animation - Animation animation = Animation::New( 1.0f ); + Animation animation = Animation::New(0.0f); + animation.Play(); + + //Test GetCurrentProgress return 0.0 as the duration is 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + + animation.SetCurrentProgress( 0.5f ); application.SendNotification(); + application.Render(static_cast(100.0f)); - //If PlayRange not specified it should be 0.0-1.0 by default - DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION ); + //Progress should still be 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); - // Set range between 0.4 and 0.8 - animation.SetPlayRange( Vector2( 0.4f, 0.8f ) ); + //Set duration + float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); application.SendNotification(); - DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION ); + 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); + + // Start the animation from 40% progress + animation.SetCurrentProgress( 0.4f ); + animation.Play(); + + 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( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); + + animation.Play(); // Test that calling play has no effect, when animation is already playing + application.SendNotification(); + + //Set the progress to 70% + animation.SetCurrentProgress( 0.7f ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*100.0f)/* 80% progress */); + DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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(); END_TEST; } -int UtcDaliAnimationPlayP(void) +int UtcDaliAnimationSetSpeedFactorP1(void) { TestApplication application; + tet_printf("Testing that setting a speed factor of 2 takes half the time\n"); + Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); // 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); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + //Set speed to be x2 + animation.SetSpeedFactor(2.0f); // Start the animation animation.Play(); @@ -1071,76 +1273,57 @@ int UtcDaliAnimationPlayP(void) 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.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); - - animation.Play(); // Test that calling play has no effect, when animation is already playing - application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION ); - - animation.Play(); // Test that calling play has no effect, when animation is already playing - 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.GetCurrentPosition(), (targetPosition * 0.6f), 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(); 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 ); - animation.Play(); // Test that calling play has no effect, when animation is already playing - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + 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; } -int UtcDaliAnimationPlayOffStageP(void) +int UtcDaliAnimationSetSpeedFactorP2(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.GetCurrentPosition(), basePosition, TEST_LOCATION ); - // Not added to the stage! + Stage::GetCurrent().Add(actor); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - animation.SetDisconnectAction( Animation::Discard ); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n"); + animation.SetSpeedFactor( -1.0f ); // Start the animation animation.Play(); @@ -1150,65 +1333,51 @@ int UtcDaliAnimationPlayOffStageP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + 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(), Vector3::ZERO/*off-stage*/, TEST_LOCATION ); - - // Add to the stage - Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); // 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 ), (targetPosition * 0.6f), TEST_LOCATION ); - // Remove from the stage - Stage::GetCurrent().Remove(actor); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + 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(), Vector3::ZERO/*back to start position*/, TEST_LOCATION ); - - // Add to the stage - Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // 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 ), (targetPosition * 0.2f), 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.GetCurrentPosition(), targetPosition, 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( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + END_TEST; } -int UtcDaliAnimationPlayDiscardHandleP(void) +int UtcDaliAnimationSetSpeedFactorP3(void) { TestApplication application; @@ -1218,70 +1387,74 @@ int UtcDaliAnimationPlayDiscardHandleP(void) // 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); + + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + + //Set speed to be half of normal speed + animation.SetSpeedFactor( 0.5f ); + // Start the animation animation.Play(); - // This is a test of the "Fire and Forget" behaviour - // Discard the animation handle! - animation.Reset(); - DALI_TEST_CHECK( !animation ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), 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 */); + 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 * 0.6f), 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)/* 80% progress */); + 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 * 0.8f), 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) + 1u/*just beyond the animation duration*/); + 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; } -int UtcDaliAnimationPlayStopDiscardHandleP(void) + +int UtcDaliAnimationSetSpeedFactorP4(void) { TestApplication application; @@ -1291,221 +1464,496 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void) // 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(); + const Vector3 initialPosition(0.0f, 0.0f, 0.0f); + const Vector3 targetPosition(100.0f, 100.0f, 100.0f); + + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f, initialPosition); + keyframes.Add( 1.0f, targetPosition ); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + + tet_printf("Set speed to be half of normal speed\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); + animation.SetSpeedFactor( 0.5f ); + + // Start the animation + animation.Play(); + application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION ); - // This is a test of the "Fire and Forget" behaviour - // Stop the animation, and Discard the animation handle! - animation.Stop(); - animation.Reset(); - DALI_TEST_CHECK( !animation ); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); - // We expect the animation to finish at 20% progress + application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalReceived(); - finishCheck.Reset(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + 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"); + animation.SetSpeedFactor(-0.5f); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); - // Check that nothing has changed + // 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)/* 80% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 10% progress */); - // Check that nothing has changed + // 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 * 0.1f), 0.0001, TEST_LOCATION ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 100% progress */); + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); - // Check that nothing has changed + // We did expect the animation to finish application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION ); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationPlayRangeP(void) +int UtcDaliAnimationSetSpeedFactorAndRange(void) { TestApplication application; - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + const unsigned int NUM_FRAMES(15); + + struct TestData + { + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData[] = { + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */ + /**/ 50.0f, + /**/ 40.0f, + /**/ 30.0f, + /**/ 70.0f, + /**/ 60.0f, + /**/ 50.0f, + /**/ + } + }, + + // ACTOR 1 - Across start of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + { 0.2f, 0.5f, // TimePeriod + 20.0f, 50.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */ + /**/ 50.0f, + /**/ 40.0f, + /**/ 30.0f, + /**/ 50.0f, + /**/ 50.0f, + /**/ 50.0f + } + }, + + // ACTOR 2 - Across end of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.5f, 0.9f, // TimePeriod + /**/ 50.0f, 90.0f, // POS + { /**/ 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */ + /**/ 50.0f, + /**/ 50.0f, + /**/ 50.0f, 70.0f, + /**/ 60.0f, + /**/ 50.0f, + } + }, + + // ACTOR 3 - Before beginning of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.1f, 0.25f, // TimePeriod + /**/ 10.0f, 25.0f, // POS + { /**/ + /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f + /**/ + } + }, + + // ACTOR 4 - After end of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.85f, 1.0f, // TimePeriod + /**/ 85.0f, 100.0f, // POS + { /**/ + /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f + /**/ + } + }, + // Actor 5 - Middle of range + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + /* | reverse */ + {/**/ 0.4f, 0.65f, // Time Period + /**/ 40.0f, 65.0f, // Position + { /**/ 40.0f, 40.0f, 50.0f, 60.0f, 65.0f, + /**/ 40.0f, 40.0f, 50.0f, 60.0f, // Reverse + /**/ 50.0f, + /**/ 40.0f, + /**/ 40.0f, + /**/ 65.0f, + /**/ 60.0f, + /**/ 50.0f, + } + } + }; + + const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData)); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - KeyFrames keyframes = KeyFrames::New(); - keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) ); - keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) ); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes ); + std::vector actors; - // Set range between 0.4 and 0.8 - animation.SetPlayRange( Vector2(0.4f,0.8f) ); + for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex ) + { + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); + + if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 ) + { + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0)); + keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + } + else + { + animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) ); + } + } + + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); + animation.SetSpeedFactor( 0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLooping(true); + + // Start the animation animation.Play(); + application.SendNotification(); + application.Render(0); // Frame 0 tests initial values + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) + { + unsigned int actorIndex = 0u; + for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex ) + { + DALI_TEST_EQUALS( actors[actorIndex].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 ); + } + } + + if( frame == 8 ) + { + tet_printf("Reverse direction of animation whilst playing after frame 8\n"); + tet_printf("SetSpeedFactor(-0.5f)\n"); + animation.SetSpeedFactor(-0.5f); + application.SendNotification(); + } + application.Render(200); // 200 ms at half speed corresponds to 0.1 s + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + } + + END_TEST; +} + +int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void) +{ + TestApplication application; + + const unsigned int NUM_FRAMES(15); + + struct TestData + { + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData = + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */ + /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, + /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, + /**/ + } + }; + + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - //Test that setting progress outside the range doesn't work - animation.SetCurrentProgress( 0.9f ); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION ); - animation.SetCurrentProgress( 0.2f ); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION ); + std::vector actors; - application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData.startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION ); + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0)); + keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); - animation.Play(); // Test that calling play has no effect, when animation is already playing + tet_printf("Test half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(0.5f)\n"); + tet_printf("SetLoopCount(3)\n"); + animation.SetSpeedFactor( 0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLoopCount(3); + + // Start the animation + animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f) + 1u/* 80% progress */); + application.Render(0); // Frame 0 tests initial values + + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) + { + 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 + + if( frame < NUM_FRAMES-1 ) + { + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + } + } // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, 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 ); - application.Render(0); - DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} +int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void) +{ + TestApplication application; - //Loop inside the range - finishCheck.Reset(); - animation.SetLooping( true ); - animation.Play(); - application.SendNotification(); - float intervalSeconds = 0.1f; - float progress = 0.4f; - for (int iterations = 0; iterations < 10; ++iterations ) + const unsigned int NUM_FRAMES(15); + + struct TestData { - application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + float startTime; + float endTime; + float startX; + float endX; + float expected[NUM_FRAMES]; + }; + + TestData testData = + // ACTOR 0 + /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */ + /* |----------PlayRange---------------| */ + { 0.0f, 1.0f, // TimePeriod + 0.0f, 100.0f, // POS + {/**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f, + } + }; - progress += intervalSeconds; - if (progress > 0.8f) - { - progress = progress - 0.4f; - } - DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION ); - } + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); + std::vector actors; + Actor actor = Actor::New(); + actor.SetPosition( Vector3( testData.startX, 0, 0 ) ); + actors.push_back(actor); + Stage::GetCurrent().Add(actor); - //Test change range on the fly - animation.SetPlayRange( Vector2( 0.2f, 0.9f ) ); + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0)); + keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0)); + animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR); + + tet_printf("Test reverse half speed factor. Animation will take twice the duration\n"); + tet_printf("Set play range to be 0.3 - 0.8 of the duration\n"); + tet_printf("SetSpeedFactor(-0.5f)\n"); + tet_printf("SetLoopCount(3)\n"); + animation.SetSpeedFactor( -0.5f ); + animation.SetPlayRange( Vector2(0.3f, 0.8f) ); + animation.SetLoopCount(3); + + // Start the animation + animation.Play(); application.SendNotification(); + application.Render(0); // Frame 0 tests initial values - for (int iterations = 0; iterations < 10; ++iterations ) + for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame ) { - application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION ); - progress += intervalSeconds; - if (progress > 0.9f) + application.Render(200); // 200 ms at half speed corresponds to 0.1 s + + if( frame < NUM_FRAMES-1 ) { - progress = progress - 0.7f; + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); } - - DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION ); } + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION ); + END_TEST; } -int UtcDaliAnimationPlayFromP(void) + +int UtcDaliAnimationGetSpeedFactorP(void) +{ + TestApplication application; + + Animation animation = Animation::New(1.0f); + animation.SetSpeedFactor(0.5f); + DALI_TEST_EQUALS(animation.GetSpeedFactor(), 0.5f, TEST_LOCATION); + + animation.SetSpeedFactor(-2.5f); + DALI_TEST_EQUALS(animation.GetSpeedFactor(), -2.5f, TEST_LOCATION); + END_TEST; +} + +int UtcDaliAnimationSetPlayRangeP(void) { TestApplication application; Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + Stage::GetCurrent().Add( actor ); // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); - // Start the animation from 40% progress - animation.PlayFrom( 0.4f ); + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Set range between 0.4 and 0.8 + animation.SetPlayRange( Vector2( 0.4f, 0.9f ) ); + application.SendNotification(); + DALI_TEST_EQUALS( Vector2( 0.4f, 0.9f ), animation.GetPlayRange(), TEST_LOCATION ); + + Vector3 targetPosition( 100.0f, 100.0f, 100.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + + // Start the animation from 40% progress + animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + application.Render( static_cast< unsigned int >( 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 ); - animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); - application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.Render( static_cast< unsigned int >( 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.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ ); - 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 ); - - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationPlayFromN(void) +int UtcDaliAnimationSetPlayRangeN(void) { TestApplication application; @@ -1513,23 +1961,48 @@ int UtcDaliAnimationPlayFromN(void) Stage::GetCurrent().Add(actor); // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + Animation animation = Animation::New(0); + application.SendNotification(); - //PlayFrom with an argument outside the range [0..1] will be ignored - animation.PlayFrom(-1.0f); + //PlayRange out of bounds + animation.SetPlayRange( Vector2(-1.0f,1.0f) ); application.SendNotification(); - DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION ); + animation.SetPlayRange( Vector2(0.0f,2.0f) ); + application.SendNotification(); + DALI_TEST_EQUALS( Vector2(0.0f,1.0f), animation.GetPlayRange(), TEST_LOCATION ); - animation.PlayFrom(100.0f); + //If playRange is not in the correct order it has to be ordered + animation.SetPlayRange( Vector2(0.8f,0.2f) ); application.SendNotification(); - DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector2(0.2f,0.8f), animation.GetPlayRange(), TEST_LOCATION ); + END_TEST; } -int UtcDaliAnimationPauseP(void) +int UtcDaliAnimationGetPlayRangeP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + // Build the animation + Animation animation = Animation::New( 1.0f ); + application.SendNotification(); + + //If PlayRange not specified it should be 0.0-1.0 by default + DALI_TEST_EQUALS( Vector2( 0.0f,1.0f ), animation.GetPlayRange(), TEST_LOCATION ); + + // Set range between 0.4 and 0.8 + animation.SetPlayRange( Vector2( 0.4f, 0.8f ) ); + application.SendNotification(); + DALI_TEST_EQUALS( Vector2( 0.4f, 0.8f ), animation.GetPlayRange(), TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationPlayP(void) { TestApplication application; @@ -1542,8 +2015,6 @@ int UtcDaliAnimationPauseP(void) Vector3 targetPosition(100.0f, 100.0f, 100.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - Vector3 fiftyPercentProgress(targetPosition * 0.5f); - // Start the animation animation.Play(); @@ -1552,68 +2023,77 @@ int UtcDaliAnimationPauseP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); - // Pause the animation - animation.Pause(); + animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // Loop 5 times - for (int i=0; i<5; ++i) - { - application.Render(static_cast(durationSeconds*500.0f)); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); - // 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 ); - } + animation.Play(); // Test that calling play has no effect, when animation is already playing + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); - // Keep going - animation.Play(); + // We didn't expect the animation to finish yet application.SendNotification(); - application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); + finishCheck.CheckSignalNotReceived(); + 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(); + 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 * 0.8f), TEST_LOCATION ); + animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + 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; } -int UtcDaliAnimationStoP(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 + // i.e. where it would have been anyway, if on-stage from the beginning. + TestApplication application; Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + Vector3 basePosition(Vector3::ZERO); + 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); Animation animation = Animation::New(durationSeconds); + animation.SetDisconnectAction( Animation::Discard ); Vector3 targetPosition(100.0f, 100.0f, 100.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - Vector3 fiftyPercentProgress(targetPosition * 0.5f); - // Start the animation animation.Play(); @@ -1622,88 +2102,83 @@ int UtcDaliAnimationStoP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, 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); - // Stop the animation - animation.Stop(); application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // Loop 5 times - for (int i=0; i<5; ++i) - { - application.Render(static_cast(durationSeconds*500.0f)); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION ); - } - END_TEST; -} + // Remove from the stage + Stage::GetCurrent().Remove(actor); -int UtcDaliAnimationStopSetPositionP(void) -{ - // Test that Animation::Stop & Actor::SetPosition can be used in conjunction - // i.e. to check that the animation does not interfere with the position set. + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); - TestApplication application; + // 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 ); - Actor actor = Actor::New(); + // Add to the stage Stage::GetCurrent().Add(actor); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(100.0f, 100.0f, 100.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - - Vector3 fiftyPercentProgress(targetPosition * 0.5f); - - // Start the animation - animation.Play(); - - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + 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(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION ); - // Stop the animation - animation.Stop(); - Vector3 positionSet(2.0f, 3.0f, 4.0f); - actor.SetPosition(positionSet); application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); - // Loop 5 times - for (int i=0; i<5; ++i) - { - application.Render(static_cast(durationSeconds*500.0f)); + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); - // 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 ); - } + // 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 UtcDaliAnimationClearP(void) +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(); - Stage::GetCurrent().Add(actor); + 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); @@ -1711,8 +2186,6 @@ int UtcDaliAnimationClearP(void) Vector3 targetPosition(100.0f, 100.0f, 100.0f); animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - Vector3 fiftyPercentProgress(targetPosition * 0.5f); - // Start the animation animation.Play(); @@ -1721,90 +2194,82 @@ int UtcDaliAnimationClearP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION ); - // Clear the animation - animation.Clear(); - application.SendNotification(); + // Add to the stage + Stage::GetCurrent().Add(actor); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // We don't expect the animation to finish now + // We didn't expect the animation to finish yet 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 ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); - // Restart as a scale animation; this should not move the actor's position - finishCheck.Reset(); - actor.SetPosition(Vector3::ZERO); - Vector3 targetScale(3.0f, 3.0f, 3.0f); - animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR ); - animation.Play(); + // Remove from the stage + Stage::GetCurrent().Remove(actor); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + 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(), 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 ), targetPosition /*bake final*/, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + // Add to the stage + Stage::GetCurrent().Add(actor); - // 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 ); - END_TEST; -} - -int UtcDaliAnimationFinishedSignalP(void) -{ - TestApplication application; - - // Start the empty animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - animation.Play(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // 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*1000.0f) + 1u/*beyond the animation duration*/); + 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 UtcDaliAnimationAnimateByBooleanP(void) +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(); - - // Register a boolean property - bool startValue(false); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + 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(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - const bool relativeValue(true); - const bool finalValue( false || relativeValue ); - animation.AnimateBy(Property(actor, index), relativeValue); + 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(); @@ -1814,160 +2279,168 @@ int UtcDaliAnimationAnimateByBooleanP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + 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*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // We did expect the animation to finish + // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + // Remove from the stage + Stage::GetCurrent().Remove(actor); // baked here - // Repeat with relative value "false" - this should be an NOOP - animation = Animation::New(durationSeconds); - bool noOpValue(false); - animation.AnimateBy(Property(actor, index), noOpValue); + 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 ); - // Start the animation - animation.Play(); + // Add back to the stage + Stage::GetCurrent().Add(actor); - finishCheck.Reset(); - animation.FinishedSignal().Connect(&application, finishCheck); + 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(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + // 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(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + 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_CHECK( actor.GetProperty(index) == finalValue ); + 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_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) +int UtcDaliAnimationPlayDiscardHandleP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a boolean property - bool startValue(false); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - bool relativeValue(true); - bool finalValue( false || relativeValue ); - animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN); - - // Start the animation - animation.Play(); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + // Start the animation + animation.Play(); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + // This is a test of the "Fire and Forget" behaviour + // Discard the animation handle! + animation.Reset(); + DALI_TEST_CHECK( !animation ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); - // We did expect the animation to finish + // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // Repeat with relative value "false" - this should be an NOOP - animation = Animation::New(durationSeconds); - bool noOpValue(false); - animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION ); - // Start the animation - animation.Play(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); - finishCheck.Reset(); - animation.FinishedSignal().Connect(&application, finishCheck); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + 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_CHECK( actor.GetProperty(index) == finalValue ); + 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 UtcDaliAnimationAnimateByBooleanTimePeriodP(void) +int UtcDaliAnimationPlayStopDiscardHandleP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a boolean property - bool startValue(false); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - bool relativeValue(true); - bool finalValue( false || relativeValue ); - float animatorDurationSeconds(durationSeconds * 0.5f); - animation.AnimateBy( Property(actor, index), - relativeValue, - TimePeriod( animatorDurationSeconds ) ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); // Start the animation animation.Play(); @@ -1977,175 +2450,252 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + 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! + animation.Stop(); + animation.Reset(); + DALI_TEST_CHECK( !animation ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); - // We didn't expect the animation to finish yet... + // We expect the animation to finish at 20% progress + application.SendNotification(); + finishCheck.CheckSignalReceived(); + finishCheck.Reset(); + 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 */); + + // Check that nothing has changed application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); - // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + // Check that nothing has changed application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); - // We did expect the animation to finish application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + application.Render(static_cast(durationSeconds*200.0f)/* 100% progress */); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + // Check that nothing has changed + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationPlayRangeP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a boolean property - bool startValue(false); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - bool relativeValue(true); - bool finalValue( false || relativeValue ); - float animatorDurationSeconds(durationSeconds * 0.5f); - animation.AnimateBy( Property(actor, index), - relativeValue, - AlphaFunction::EASE_IN_OUT, - TimePeriod( animatorDurationSeconds ) ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.0f , Vector3(0.0f,0.0f,0.0f ) ); + keyframes.Add( 1.0f , Vector3(100.0f,100.0f,100.0f ) ); - // Start the animation + animation.AnimateBetween( Property( actor, Actor::Property::POSITION), keyframes ); + + // Set range between 0.4 and 0.8 + animation.SetPlayRange( Vector2(0.4f,0.8f) ); animation.Play(); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + //Test that setting progress outside the range doesn't work + animation.SetCurrentProgress( 0.9f ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); - - // We didn't expect the animation to finish yet + application.Render(0); + DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION ); + animation.SetCurrentProgress( 0.2f ); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + application.Render(0); + DALI_TEST_EQUALS( animation.GetCurrentProgress(), 0.4f, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); - // We didn't expect the animation to finish yet... + // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION ); - // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); - + animation.Play(); // Test that calling play has no effect, when animation is already playing application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*200.0f) + 1u/* 80% progress */); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + 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_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + + //Loop inside the range + finishCheck.Reset(); + animation.SetLooping( true ); + animation.Play(); + application.SendNotification(); + float intervalSeconds = 0.1f; + float progress = 0.4f; + for (int iterations = 0; iterations < 10; ++iterations ) + { + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + progress += intervalSeconds; + if (progress > 0.8f) + { + progress = progress - 0.4f; + } + + DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION ); + } + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + + //Test change range on the fly + animation.SetPlayRange( Vector2( 0.2f, 0.9f ) ); + application.SendNotification(); + + for (int iterations = 0; iterations < 10; ++iterations ) + { + application.Render(static_cast(durationSeconds*intervalSeconds*1000.0f)); + + progress += intervalSeconds; + if (progress > 0.9f) + { + progress = progress - 0.7f; + } + + DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION ); + } + END_TEST; } -int UtcDaliAnimationAnimateByFloatP(void) +int UtcDaliAnimationPlayFromP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(50.0f); - float relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - float ninetyFivePercentProgress(startValue + relativeValue*0.95f); + // Start the animation from 40% progress + animation.PlayFrom( 0.4f ); - // Start the animation - animation.Play(); + // Target value should be updated straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + 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.GetProperty(index), ninetyFivePercentProgress, 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(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + 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 * 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.GetProperty(index), targetValue, 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.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) +int UtcDaliAnimationPlayFromN(void) { TestApplication application; Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + //PlayFrom with an argument outside the range [0..1] will be ignored + animation.PlayFrom(-1.0f); + application.SendNotification(); + DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + + animation.PlayFrom(100.0f); + application.SendNotification(); + DALI_TEST_EQUALS(0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPauseP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(90.0f); - float relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - float ninetyFivePercentProgress(startValue + relativeValue*0.95f); + Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); @@ -2155,115 +2705,161 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); - // The position should have moved more, than with a linear alpha function - float current(actor.GetProperty(index)); - DALI_TEST_CHECK( current > ninetyFivePercentProgress ); - + // Pause the animation + animation.Pause(); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish + // Loop 5 times + for (int i=0; i<5; ++i) + { + application.Render(static_cast(durationSeconds*500.0f)); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); + } + + // Keep going + animation.Play(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, 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.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByFloatTimePeriodP(void) + +int UtcDaliAnimationGetStateP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(30.0f); - float relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - TimePeriod(delay, durationSeconds - delay)); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION ); + + Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); + // Pause the animation + animation.Pause(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(0.f); + + // Loop 5 times + for (int i=0; i<5; ++i) + { + application.Render(static_cast(durationSeconds*500.0f)); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION ); + } + // Keep going + finishCheck.Reset(); + animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, 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( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, 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 + finishCheck.Reset(); + animation.Play(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)/*slightly less than the animation duration*/); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + + END_TEST; } -int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationStopP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(30.0f); - float relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); @@ -2273,57 +2869,47 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(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.GetProperty(index), startValue, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); + // Stop the animation + animation.Stop(); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + // Loop 5 times + for (int i=0; i<5; ++i) + { + application.Render(static_cast(durationSeconds*500.0f)); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION ); + } END_TEST; } -int UtcDaliAnimationAnimateByIntegerP(void) +int UtcDaliAnimationStopSetPositionP(void) { + // Test that Animation::Stop & Actor::SetPosition can be used in conjunction + // i.e. to check that the animation does not interfere with the position set. + TestApplication application; Actor actor = Actor::New(); - - // Register an integer property - int startValue(1); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - int targetValue(50); - int relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); + Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); @@ -2333,49 +2919,46 @@ int UtcDaliAnimationAnimateByIntegerP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); + // Stop the animation + animation.Stop(); + Vector3 positionSet(2.0f, 3.0f, 4.0f); + actor.SetPosition(positionSet); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + // Loop 5 times + for (int i=0; i<5; ++i) + { + application.Render(static_cast(durationSeconds*500.0f)); - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION ); + } END_TEST; } -int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) +int UtcDaliAnimationClearP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register an integer property - int startValue(1); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - int targetValue(90); - int relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); + Vector3 fiftyPercentProgress(targetPosition * 0.5f); // Start the animation animation.Play(); @@ -2385,175 +2968,178 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION ); - // The position should have moved more, than with a linear alpha function - int current(actor.GetProperty(index)); - DALI_TEST_CHECK( current > ninetyFivePercentProgress ); + // Clear the animation + animation.Clear(); + application.SendNotification(); + + application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + // We don't expect the animation to finish now application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + finishCheck.CheckSignalNotReceived(); + 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(); + actor.SetPosition(Vector3::ZERO); + Vector3 targetScale(3.0f, 3.0f, 3.0f); + animation.AnimateTo( Property( actor, Actor::Property::SCALE ), targetScale, AlphaFunction::LINEAR ); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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.GetProperty(index), targetValue, 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; +} - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); +int UtcDaliAnimationFinishedSignalP(void) +{ + TestApplication application; + + // Start the empty animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*1000.0f) + 1u/*beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); END_TEST; } -int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) +int UtcDaliAnimationAnimateByBooleanP(void) { TestApplication application; Actor actor = Actor::New(); - // Register an integer property - int startValue(10); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - int targetValue(30); - int relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - TimePeriod(delay, durationSeconds - delay)); + const bool relativeValue(true); + const bool finalValue( false || relativeValue ); + animation.AnimateBy(Property(actor, index), relativeValue); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< bool >( index ), finalValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(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.GetProperty(index), startValue, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - END_TEST; -} - -int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) -{ - TestApplication application; - - Actor actor = Actor::New(); - - // Register an integer property - int startValue(10); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - int targetValue(30); - int relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + // Repeat with relative value "false" - this should be an NOOP + animation = Animation::New(durationSeconds); + bool noOpValue(false); + animation.AnimateBy(Property(actor, index), noOpValue); // Start the animation animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + finishCheck.Reset(); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(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.GetProperty(index), startValue, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateByVector2P(void) +int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector2 property - Vector2 startValue(10.0f, 10.0f); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(60.0f, 60.0f); - Vector2 relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue); - - Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + bool relativeValue(true); + bool finalValue( false || relativeValue ); + animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_IN); // Start the animation animation.Play(); @@ -2568,7 +3154,7 @@ int UtcDaliAnimationAnimateByVector2P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2576,42 +3162,23 @@ int UtcDaliAnimationAnimateByVector2P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - END_TEST; -} - -int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) -{ - TestApplication application; + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); - Actor actor = Actor::New(); - - // Register a Vector2 property - Vector2 startValue(100.0f, 100.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(20.0f, 20.0f); - Vector2 relativeValue(targetValue - startValue); - animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); - - Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + // Repeat with relative value "false" - this should be an NOOP + animation = Animation::New(durationSeconds); + bool noOpValue(false); + animation.AnimateBy(Property(actor, index), noOpValue, AlphaFunction::EASE_IN); // Start the animation animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + finishCheck.Reset(); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); @@ -2620,11 +3187,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // The position should have moved more, than with a linear alpha function - Vector2 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2632,37 +3195,32 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateByVector2TimePeriodP(void) +int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector2 property - Vector2 startValue(10.0f, 10.0f); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(30.0f, 30.0f); - Vector2 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - TimePeriod(delay, durationSeconds - delay)); + bool relativeValue(true); + bool finalValue( false || relativeValue ); + float animatorDurationSeconds(durationSeconds * 0.5f); + animation.AnimateBy( Property(actor, index), + relativeValue, + TimePeriod( animatorDurationSeconds ) ); // Start the animation animation.Play(); @@ -2672,59 +3230,62 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet... application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + // ...however we should have reached the final value + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector2 property - Vector2 startValue(5.0f, 5.0f); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(10.0f, 10.0f); - Vector2 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateBy(Property(actor, index), - relativeValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + bool relativeValue(true); + bool finalValue( false || relativeValue ); + float animatorDurationSeconds(durationSeconds * 0.5f); + animation.AnimateBy( Property(actor, index), + relativeValue, + AlphaFunction::EASE_IN_OUT, + TimePeriod( animatorDurationSeconds ) ); // Start the animation animation.Play(); @@ -2734,61 +3295,67 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet... application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + // ...however we should have reached the final value + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateByVector3P(void) +int UtcDaliAnimationAnimateByFloatP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector3 property - Vector3 startValue(10.0f, 10.0f, 10.0f); + // Register a float property + float startValue(10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(60.0f, 60.0f, 60.0f); - Vector3 relativeValue(targetValue - startValue); + float targetValue(50.0f); + float relativeValue(targetValue - startValue); animation.AnimateBy(Property(actor, index), relativeValue); - Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + float ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -2799,7 +3366,7 @@ int UtcDaliAnimationAnimateByVector3P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2807,36 +3374,37 @@ int UtcDaliAnimationAnimateByVector3P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) +int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector3 property - Vector3 startValue(100.0f, 100.0f, 100.0f); + // Register a float property + float startValue(10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(20.0f, 20.0f, 20.0f); - Vector3 relativeValue(targetValue - startValue); + float targetValue(90.0f); + float relativeValue(targetValue - startValue); animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); - Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + float ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -2853,10 +3421,8 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); + float current( actor.GetCurrentProperty< float >( index ) ); + DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2864,33 +3430,34 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector3TimePeriodP(void) +int UtcDaliAnimationAnimateByFloatTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector3 property - Vector3 startValue(10.0f, 10.0f, 10.0f); + // Register a float property + float startValue(10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(30.0f, 30.0f, 30.0f); - Vector3 relativeValue(targetValue - startValue); + float targetValue(30.0f); + float relativeValue(targetValue - startValue); float delay = 0.5f; animation.AnimateBy(Property(actor, index), relativeValue, @@ -2909,7 +3476,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2917,7 +3484,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2925,33 +3492,34 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector3 property - Vector3 startValue(5.0f, 5.0f, 5.0f); + // Register a float property + float startValue(10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(10.0f, 10.0f, 10.0f); - Vector3 relativeValue(targetValue - startValue); + float targetValue(30.0f); + float relativeValue(targetValue - startValue); float delay = 0.5f; animation.AnimateBy(Property(actor, index), relativeValue, @@ -2971,7 +3539,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -2979,7 +3547,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -2987,40 +3555,44 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector4P(void) +int UtcDaliAnimationAnimateByIntegerP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + // Register an integer property + int startValue(1); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f); - Vector4 relativeValue(targetValue - startValue); + int targetValue(50); + int relativeValue(targetValue - startValue); animation.AnimateBy(Property(actor, index), relativeValue); - Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), targetValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -3031,7 +3603,7 @@ int UtcDaliAnimationAnimateByVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3039,36 +3611,37 @@ int UtcDaliAnimationAnimateByVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) +int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f); + // Register an integer property + int startValue(1); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f); - Vector4 relativeValue(targetValue - startValue); + int targetValue(90); + int relativeValue(targetValue - startValue); animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); - Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); // Start the animation animation.Play(); @@ -3085,11 +3658,8 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector4 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); - DALI_TEST_CHECK( current.w < ninetyFivePercentProgress.w ); + int current( actor.GetCurrentProperty< int >( index ) ); + DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3097,33 +3667,34 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector4TimePeriodP(void) +int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + // Register an integer property + int startValue(10); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f); - Vector4 relativeValue(targetValue - startValue); + int targetValue(30); + int relativeValue(targetValue - startValue); float delay = 0.5f; animation.AnimateBy(Property(actor, index), relativeValue, @@ -3142,7 +3713,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3150,7 +3721,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -3158,33 +3729,34 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f); + // Register an integer property + int startValue(10); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f); - Vector4 relativeValue(targetValue - startValue); + int targetValue(30); + int relativeValue(targetValue - startValue); float delay = 0.5f; animation.AnimateBy(Property(actor, index), relativeValue, @@ -3204,7 +3776,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3212,7 +3784,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -3220,40 +3792,82 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorPositionP(void) +int UtcDaliAnimationAnimateByQuaternionP(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 startPosition(10.0f, 10.0f, 10.0f); - actor.SetPosition(startPosition); + + // Register a quaternion property + const Quaternion startValue( Degree( 90 ), Vector3::XAXIS ); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); + DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue ); + + // Build the animation + float durationSeconds(2.0f); + Animation animation = Animation::New(durationSeconds); + const Quaternion relativeValue( Degree( 90 ), Vector3::ZAXIS ); + const Quaternion finalValue( startValue * relativeValue ); + animation.AnimateBy(Property(actor, index), relativeValue); + + DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == startValue ); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue ); + application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + application.Render( 2000 ); // animation complete + + DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByVector2P(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register a Vector2 property + Vector2 startValue(10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(20.0f, 20.0f, 20.0f); - Vector3 relativePosition(targetPosition - startPosition); - animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition); + Vector2 targetValue(60.0f, 60.0f); + Vector2 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue); - Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); + Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -3264,7 +3878,7 @@ 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< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3272,36 +3886,37 @@ 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< Vector2 >( index ), targetValue, 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< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) +int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 startPosition(10.0f, 10.0f, 10.0f); - actor.SetPosition(startPosition); + + // Register a Vector2 property + Vector2 startValue(100.0f, 100.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(20.0f, 20.0f, 20.0f); - Vector3 relativePosition(targetPosition - startPosition); - animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT); + Vector2 targetValue(20.0f, 20.0f); + Vector2 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); - Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); + Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -3318,10 +3933,9 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetCurrentPosition()); - DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); + Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) ); + DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3329,40 +3943,39 @@ 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< Vector2 >( index ), targetValue, 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< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void) +int UtcDaliAnimationAnimateByVector2TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 startPosition(10.0f, 10.0f, 10.0f); - actor.SetPosition(startPosition); + + // Register a Vector2 property + Vector2 startValue(10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(20.0f, 20.0f, 20.0f); - Vector3 relativePosition(targetPosition - startPosition); + Vector2 targetValue(30.0f, 30.0f); + Vector2 relativeValue(targetValue - startValue); float delay = 0.5f; - animation.AnimateBy(Property(actor, Actor::Property::POSITION), - relativePosition, + animation.AnimateBy(Property(actor, index), + relativeValue, TimePeriod(delay, durationSeconds - delay)); - Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); - // Start the animation animation.Play(); @@ -3376,49 +3989,56 @@ 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< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, 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< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - Vector3 startPosition(10.0f, 10.0f, 10.0f); - actor.SetPosition(startPosition); + + // Register a Vector2 property + Vector2 startValue(5.0f, 5.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(20.0f, 20.0f, 20.0f); - Vector3 relativePosition(targetPosition - startPosition); + Vector2 targetValue(10.0f, 10.0f); + Vector2 relativeValue(targetValue - startValue); float delay = 0.5f; - animation.AnimateBy(Property(actor, Actor::Property::POSITION), - relativePosition, + animation.AnimateBy(Property(actor, index), + relativeValue, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); - Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); - // Start the animation animation.Play(); @@ -3432,96 +4052,109 @@ 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< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, 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< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorOrientationP(void) +int UtcDaliAnimationAnimateByVector3P(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + + // Register a Vector3 property + Vector3 startValue(10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Degree relativeRotationDegrees(360.0f); - Radian relativeRotationRadians(relativeRotationDegrees); - animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) ); + Vector3 targetValue(60.0f, 60.0f, 60.0f); + Vector3 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue); + + Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // 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< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) +int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + + // Register a Vector3 property + Vector3 startValue(100.0f, 100.0f, 100.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree relativeRotationDegrees(360.0f); - Radian relativeRotationRadians(relativeRotationDegrees); - animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN ); + Vector3 targetValue(20.0f, 20.0f, 20.0f); + Vector3 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); + + Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -3531,56 +4164,56 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // 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 ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + // The position should have moved more, than with a linear alpha function + Vector3 current(actor.GetCurrentProperty< Vector3 >( index )); + DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); + DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByVector3TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + + // Register a Vector3 property + Vector3 startValue(10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree relativeRotationDegrees(360.0f); - Radian relativeRotationRadians(relativeRotationDegrees); - float delay = 0.3f; - animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), - AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) ); + Vector3 targetValue(30.0f, 30.0f, 30.0f); + Vector3 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateBy(Property(actor, index), + relativeValue, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -3590,31 +4223,20 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); // We didn't expect the animation to finish yet 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< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // We didn't expect the animation to finish yet 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 ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); - - // We didn't expect the animation to finish yet - 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< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -3622,26 +4244,39 @@ 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< Vector3 >( index ), targetValue, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateByActorScaleP(void) +int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(5.0f, 5.0f, 5.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetScale(2.0f, 2.0f, 2.0f); - Vector3 relativeScale(targetScale - Vector3::ONE); - animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) ); - - Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f); + Vector3 targetValue(10.0f, 10.0f, 10.0f); + Vector3 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateBy(Property(actor, index), + relativeValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -3651,111 +4286,65 @@ int UtcDaliAnimationAnimateByActorScaleP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + application.Render(static_cast(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.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); - - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), 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 ); - - // Repeat with a different (ease-in) alpha function - animation = Animation::New(durationSeconds); - animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN ); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // The scale should have grown less, than with a linear alpha function - Vector3 current(actor.GetCurrentScale()); - DALI_TEST_CHECK( current.x > 1.0f ); - DALI_TEST_CHECK( current.y > 1.0f ); - DALI_TEST_CHECK( current.z > 1.0f ); - DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); - DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); - // Reset everything - finishCheck.Reset(); - actor.SetScale(Vector3::ONE); - application.SendNotification(); + // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); - - // Repeat with a delay - float delay = 0.5f; - animation = Animation::New(durationSeconds); - animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); - - application.SendNotification(); - application.Render(static_cast(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.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); - - application.SendNotification(); - 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.GetCurrentScale(), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToBooleanP(void) +int UtcDaliAnimationAnimateByVector4P(void) { TestApplication application; Actor actor = Actor::New(); - // Register a boolean property - const bool startValue(false); + // Register a Vector4 property + Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - const bool targetValue( !startValue ); - animation.AnimateTo(Property(actor, index), targetValue); + Vector4 targetValue(60.0f, 60.0f, 60.0f, 60.0f); + Vector4 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue); + + Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -3766,7 +4355,7 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3774,23 +4363,43 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); + END_TEST; +} - // Repeat with target value "false" - animation = Animation::New(durationSeconds); - const bool finalValue( !targetValue ); - animation.AnimateTo(Property(actor, index), finalValue); +int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register a Vector4 property + Vector4 startValue(100.0f, 100.0f, 100.0f, 100.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector4 targetValue(20.0f, 20.0f, 20.0f, 20.0f); + Vector4 relativeValue(targetValue - startValue); + animation.AnimateBy(Property(actor, index), relativeValue, AlphaFunction::EASE_OUT); + + Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); - finishCheck.Reset(); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); @@ -3799,7 +4408,13 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + + // The position should have moved more, than with a linear alpha function + Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) ); + DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); + DALI_TEST_CHECK( current.z < ninetyFivePercentProgress.z ); + DALI_TEST_CHECK( current.w < ninetyFivePercentProgress.w ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3807,33 +4422,38 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) +int UtcDaliAnimationAnimateByVector4TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a boolean property - const bool startValue(false); + // Register a Vector4 property + Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - const bool targetValue( !startValue ); - animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); + Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f); + Vector4 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateBy(Property(actor, index), + relativeValue, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -3843,82 +4463,60 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); - - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); - - // Check that nothing has changed after a couple of buffer swaps - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); - application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); - - // Repeat with target value "false" - animation = Animation::New(durationSeconds); - const bool finalValue( !targetValue ); - animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT); - - // Start the animation - animation.Play(); - - finishCheck.Reset(); - animation.FinishedSignal().Connect(&application, finishCheck); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == targetValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) +int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a boolean property - bool startValue(false); + // Register a Vector4 property + Vector4 startValue(5.0f, 5.0f, 5.0f, 5.0f); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - bool finalValue( !startValue ); - float animatorDurationSeconds(durationSeconds * 0.5f); - animation.AnimateTo( Property(actor, index), - finalValue, - TimePeriod( animatorDurationSeconds ) ); + Vector4 targetValue(10.0f, 10.0f, 10.0f, 10.0f); + Vector4 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateBy(Property(actor, index), + relativeValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -3928,168 +4526,151 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); - // We didn't expect the animation to finish yet... + // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); // Check that nothing has changed after a couple of buffer swaps application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByActorPositionP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a boolean property - bool startValue(false); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Vector3 startPosition(10.0f, 10.0f, 10.0f); + actor.SetPosition(startPosition); Stage::GetCurrent().Add(actor); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - bool finalValue( !startValue ); - float animatorDurationSeconds(durationSeconds * 0.5f); - animation.AnimateTo( Property(actor, index), - finalValue, - AlphaFunction::LINEAR, - TimePeriod( animatorDurationSeconds ) ); + Vector3 targetPosition(20.0f, 20.0f, 20.0f); + Vector3 relativePosition(targetPosition - startPosition); + animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition); + + Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); - // We didn't expect the animation to finish yet... - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - - // ...however we should have reached the final value - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); - - application.SendNotification(); - application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); - - // We did expect the animation to finish + // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + 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_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); application.Render(0); - DALI_TEST_CHECK( actor.GetProperty(index) == finalValue ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToFloatP(void) +int UtcDaliAnimationAnimateByActorPositionComponentsP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(50.0f); - float relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "testProperty"), targetValue); + Vector3 targetPosition(200.0f, 300.0f, 400.0f); + Vector3 relativePosition(targetPosition - Vector3::ZERO); + animation.AnimateBy( Property( actor, Actor::Property::POSITION_X ), relativePosition.x ); + animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y ); + animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z ); - float ninetyFivePercentProgress(startValue + relativeValue*0.95f); + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) +int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Vector3 startPosition(10.0f, 10.0f, 10.0f); + actor.SetPosition(startPosition); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(90.0f); - float relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); + Vector3 targetPosition(20.0f, 20.0f, 20.0f); + Vector3 relativePosition(targetPosition - startPosition); + animation.AnimateBy(Property(actor, Actor::Property::POSITION), relativePosition, AlphaFunction::EASE_OUT); - float ninetyFivePercentProgress(startValue + relativeValue*0.95f); + Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); // Start the animation animation.Play(); @@ -4106,8 +4687,10 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - float current(actor.GetProperty(index)); - DALI_TEST_CHECK( current > ninetyFivePercentProgress ); + 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 ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4115,32 +4698,40 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToFloatTimePeriodP(void) +int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Vector3 startPosition(10.0f, 10.0f, 10.0f); + actor.SetPosition(startPosition); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(30.0f); - float relativeValue(targetValue - startValue); + Vector3 targetPosition(20.0f, 20.0f, 20.0f); + Vector3 relativePosition(targetPosition - startPosition); float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, + animation.AnimateBy(Property(actor, Actor::Property::POSITION), + relativePosition, TimePeriod(delay, durationSeconds - delay)); + Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); + // Start the animation animation.Play(); @@ -4154,49 +4745,49 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + 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.GetProperty(index), targetValue, 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Vector3 startPosition(10.0f, 10.0f, 10.0f); + actor.SetPosition(startPosition); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetValue(30.0f); - float relativeValue(targetValue - startValue); + Vector3 targetPosition(20.0f, 20.0f, 20.0f); + Vector3 relativePosition(targetPosition - startPosition); float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, + animation.AnimateBy(Property(actor, Actor::Property::POSITION), + relativePosition, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); + Vector3 ninetyFivePercentProgress(startPosition + relativePosition*0.95f); + // Start the animation animation.Play(); @@ -4210,92 +4801,102 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + 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.GetProperty(index), targetValue, 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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToIntegerP(void) +int UtcDaliAnimationAnimateByActorOrientationP1(void) { TestApplication application; Actor actor = Actor::New(); - - // Register an integer property - int startValue(10); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - int targetValue(50); - int relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "testProperty"), targetValue); - - int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); + Degree relativeRotationDegrees(360.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ) ); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, 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*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) +int UtcDaliAnimationAnimateByActorOrientationP2(void) { TestApplication application; - Actor actor = Actor::New(); + tet_printf("Testing that rotation angle > 360 performs full rotations\n"); - // Register an integer property - int startValue(10); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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); Animation animation = Animation::New(durationSeconds); - int targetValue(90); - int relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); + Degree relativeRotationDegrees(710.0f); + Radian relativeRotationRadians(relativeRotationDegrees); - int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), AngleAxis( relativeRotationRadians, Vector3::ZAXIS ) ); // Start the animation animation.Play(); @@ -4305,47 +4906,60 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); - // The position should have moved more, than with a linear alpha function - int current(actor.GetProperty(index)); - DALI_TEST_CHECK( current > ninetyFivePercentProgress ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) + +int UtcDaliAnimationAnimateByActorOrientationP3(void) { TestApplication application; - Actor actor = Actor::New(); + tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n"); - // Register an integer property - int startValue(10); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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); Animation animation = Animation::New(durationSeconds); - int targetValue(30); - int relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - TimePeriod(delay, durationSeconds - delay)); + Degree relativeRotationDegrees(730.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + + Radian actualRotationRadians( Degree(10.0f) ); + + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::ZAXIS ) ); // Start the animation animation.Play(); @@ -4355,20 +4969,28 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -4376,32 +4998,27 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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; } -int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) + +int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register an integer property - int startValue(10); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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); Animation animation = Animation::New(durationSeconds); - int targetValue(30); - int relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + Degree relativeRotationDegrees(360.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), AlphaFunction::EASE_IN ); // Start the animation animation.Play(); @@ -4411,20 +5028,28 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), static_cast(startValue+(relativeValue*0.5f)+0.5f), 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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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*/); @@ -4432,30 +5057,27 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector2P(void) +int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector2 property - Vector2 startValue(-50.0f, -50.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, 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(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(50.0f, 50.0f); - Vector2 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue); - - Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + Degree relativeRotationDegrees(360.0f); + Radian relativeRotationRadians(relativeRotationDegrees); + float delay = 0.3f; + animation.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( relativeRotationRadians, Vector3::YAXIS ), + AlphaFunction::EASE_IN, TimePeriod( delay, durationSeconds - delay ) ); // Start the animation animation.Play(); @@ -4465,418 +5087,405 @@ int UtcDaliAnimationAnimateToVector2P(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); + 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*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.5f - delay) / (1.0f - delay); + 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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.75f - delay) / (1.0f - delay); + 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*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) +int UtcDaliAnimationAnimateByActorScaleP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector2 property - Vector2 startValue(1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(9000.0f, 9000.0f); - Vector2 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); + Vector3 targetScale(2.0f, 2.0f, 2.0f); + Vector3 relativeScale(targetScale - Vector3::ONE); + animation.AnimateBy( Property( actor, Actor::Property::SCALE ), Vector3( relativeScale.x, relativeScale.y, relativeScale.z ) ); - Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + Vector3 ninetyNinePercentProgress(Vector3::ONE + relativeScale*0.99f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // The position should have moved more, than with a linear alpha function - Vector2 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - END_TEST; -} + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); -int UtcDaliAnimationAnimateToVector2TimePeriodP(void) -{ - TestApplication application; + // Reset everything + finishCheck.Reset(); + actor.SetScale(Vector3::ONE); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); - Actor actor = Actor::New(); + // Repeat with a different (ease-in) alpha function + animation = Animation::New(durationSeconds); + animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::EASE_IN ); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); - // Register a Vector2 property - Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(-10.0f, 20.0f); - Vector2 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - TimePeriod(delay, durationSeconds - delay)); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Start the animation - animation.Play(); + // The scale should have grown less, than with a linear alpha function + 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 ); + DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); + DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); + DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); - // We didn't expect the animation to finish yet + // Reset everything + finishCheck.Reset(); + actor.SetScale(Vector3::ONE); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); + + // Repeat with a delay + float delay = 0.5f; + animation = Animation::New(durationSeconds); + animation.AnimateBy( Property( actor, Actor::Property::SCALE ), relativeScale, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(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.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + 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.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByActorScaleComponentsP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector2 property - Vector2 startValue(10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector2 targetValue(30.0f, 30.0f); - Vector2 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + Vector3 targetScale(2.0f, 3.0f, 4.0f); + Vector3 relativeScale(targetScale - Vector3::ONE); + animation.AnimateBy( Property( actor, Actor::Property::SCALE_X ), relativeScale.x ); + animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y ); + animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z ); + + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - - application.SendNotification(); - application.Render(static_cast(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.GetProperty(index), startValue, TEST_LOCATION ); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector3P(void) +int UtcDaliAnimationAnimateByActorColorP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector3 property - Vector3 startValue(-50.0f, -50.0f, -50.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Build the animation - float durationSeconds(2.0f); + float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(50.0f, 50.0f, 50.0f); - Vector3 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue); + Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f ); + Vector4 relativeColor( targetColor - Color::WHITE ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor ); - Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) +int UtcDaliAnimationAnimateByActorColorComponentsP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector3 property - Vector3 startValue(1000.0f, 1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(9000.0f, 9000.0f, 9000.0f); - Vector3 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); + Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f ); + Vector4 relativeColor( targetColor - Color::WHITE ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR_RED ), relativeColor.r ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR_GREEN ), relativeColor.g ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a ); - Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - - // The position should have moved more, than with a linear alpha function - Vector3 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector3TimePeriodP(void) +int UtcDaliAnimationAnimateByActorSizeP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector3 property - Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(-10.0f, 20.0f, 100.0f); - Vector3 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - TimePeriod(delay, durationSeconds - delay)); + Vector3 targetSize( 100.0f, 200.0f, 300.0f ); + Vector3 relativeSize( targetSize - Vector3::ZERO ); + animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize ); + + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - - application.SendNotification(); - application.Render(static_cast(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.GetProperty(index), startValue, TEST_LOCATION ); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateByActorSizeComponentsP(void) { TestApplication application; Actor actor = Actor::New(); - - // Register a Vector3 property - Vector3 startValue(10.0f, 10.0f, 10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(30.0f, 30.0f, 30.0f); - Vector3 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, "testProperty"), - targetValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + Vector3 targetSize( 100.0f, 200.0f, 300.0f ); + Vector3 relativeSize( targetSize - Vector3::ZERO ); + animation.AnimateBy( Property( actor, Actor::Property::SIZE_WIDTH ), relativeSize.width ); + animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height ); + animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth ); + + 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 animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION ); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateByActorVisibilityP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + actor.SetProperty( Actor::Property::VISIBLE, false ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + bool targetVisibility( true ); + bool relativeVisibility( targetVisibility ); + animation.AnimateBy( Property( actor, Actor::Property::VISIBLE ), relativeVisibility ); + + DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet - // We did expect the animation to finish application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + END_TEST; } -int UtcDaliAnimationAnimateToVector3ComponentP(void) +int UtcDaliAnimationAnimateToBooleanP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector3 property - Vector3 startValue(10.0f, 10.0f, 10.0f); + // Register a boolean property + const bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetValue(30.0f, 30.0f, 10.0f); - Vector3 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, "testProperty", 0), - 30.0f, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); - animation.AnimateTo(Property(actor, index, 1), - 30.0f, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + const bool targetValue( !startValue ); + animation.AnimateTo(Property(actor, index), targetValue); // Start the animation animation.Play(); @@ -4886,51 +5495,80 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); + + // Repeat with target value "false" + animation = Animation::New(durationSeconds); + const bool finalValue( !targetValue ); + animation.AnimateTo(Property(actor, index), finalValue); + + // Start the animation + animation.Play(); + + finishCheck.Reset(); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateToVector4P(void) +int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f); + // Register a boolean property + const bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f); - Vector4 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue); - - Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + const bool targetValue( !startValue ); + animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); // Start the animation animation.Play(); @@ -4945,7 +5583,7 @@ int UtcDaliAnimationAnimateToVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4953,36 +5591,23 @@ int UtcDaliAnimationAnimateToVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); - END_TEST; -} - -int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) -{ - TestApplication application; - - Actor actor = Actor::New(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); - // Register a Vector4 property - Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f); - Vector4 relativeValue(targetValue - startValue); - animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); - Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); + // Repeat with target value "false" + animation = Animation::New(durationSeconds); + const bool finalValue( !targetValue ); + animation.AnimateTo(Property(actor, index), finalValue, AlphaFunction::EASE_OUT); // Start the animation animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + finishCheck.Reset(); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); @@ -4991,13 +5616,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // The position should have moved more, than with a linear alpha function - Vector4 current(actor.GetProperty(index)); - DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); - DALI_TEST_CHECK( current.w > ninetyFivePercentProgress.w ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -5005,31 +5624,37 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateToVector4TimePeriodP(void) +int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f); - Vector4 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - TimePeriod(delay, durationSeconds - delay)); + bool finalValue( !startValue ); + float animatorDurationSeconds(durationSeconds * 0.5f); + animation.AnimateTo( Property(actor, index), + finalValue, + TimePeriod( animatorDurationSeconds ) ); // Start the animation animation.Play(); @@ -5039,53 +5664,61 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet... application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION ); + + // ...however we should have reached the final value + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - // Register a Vector4 property - Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + // Register a boolean property + bool startValue(false); Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f); - Vector4 relativeValue(targetValue - startValue); - float delay = 0.5f; - animation.AnimateTo(Property(actor, index), - targetValue, - AlphaFunction::LINEAR, - TimePeriod(delay, durationSeconds - delay)); + bool finalValue( !startValue ); + float animatorDurationSeconds(durationSeconds * 0.5f); + animation.AnimateTo( Property(actor, index), + finalValue, + AlphaFunction::LINEAR, + TimePeriod( animatorDurationSeconds ) ); // Start the animation animation.Play(); @@ -5095,258 +5728,317 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(animatorDurationSeconds*950.0f)/* 95% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet... application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + // ...however we should have reached the final value + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); + application.Render(0); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginP(void) +int UtcDaliAnimationAnimateToFloatP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a float property + float startValue(10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT); + float targetValue(50.0f); + float relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, "testProperty"), targetValue); - try - { - 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); - } - END_TEST; -} + float ninetyFivePercentProgress(startValue + relativeValue*0.95f); -int UtcDaliAnimationAnimateToActorParentOriginXP(void) -{ - TestApplication application; + // Start the animation + animation.Play(); - 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.GetProperty(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION ); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - float targetX(1.0f); + application.SendNotification(); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); - try - { - 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); - } + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), ninetyFivePercentProgress, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(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< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginYP(void) +int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a float property + float startValue(10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetY(1.0f); + float targetValue(90.0f); + float relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); - try - { - 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); - } - END_TEST; -} + float ninetyFivePercentProgress(startValue + relativeValue*0.95f); -int UtcDaliAnimationAnimateToActorParentOriginZP(void) -{ - TestApplication application; + // Start the animation + animation.Play(); - 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.GetProperty(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION ); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - float targetZ(1.0f); + application.SendNotification(); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); - try - { - 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); - } + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // The position should have moved more, than with a linear alpha function + float current( actor.GetCurrentProperty< float >( index ) ); + DALI_TEST_CHECK( current > ninetyFivePercentProgress ); + + application.SendNotification(); + application.Render(static_cast(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< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointP(void) +int UtcDaliAnimationAnimateToFloatTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a float property + float startValue(10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT); + float targetValue(30.0f); + float relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(delay, durationSeconds - delay)); - try - { - 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); - } - END_TEST; -} + // Start the animation + animation.Play(); -int UtcDaliAnimationAnimateToActorAnchorPointXP(void) -{ - TestApplication application; + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - 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.GetProperty(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - float targetX(1.0f); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); - try - { - 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); - } + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointYP(void) +int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a float property + float startValue(10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetY(0.0f); + float targetValue(30.0f); + float relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); - try - { - 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); - } + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointZP(void) +int UtcDaliAnimationAnimateToIntegerP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register an integer property + int startValue(10); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.5f); - DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - float targetZ(100.0f); + int targetValue(50); + int relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, "testProperty"), targetValue); - try - { - 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); - } + int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), ninetyFivePercentProgress, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(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< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorSizeP(void) +int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register an integer property + int startValue(10); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetSize(100.0f, 100.0f, 100.0f); - animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize ); + int targetValue(90); + int relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); - Vector3 ninetyNinePercentProgress(targetSize * 0.99f); + int ninetyFivePercentProgress(static_cast(startValue + relativeValue*0.95f + 0.5f)); // Start the animation animation.Play(); @@ -5356,107 +6048,105 @@ int UtcDaliAnimationAnimateToActorSizeP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION ); + + // The position should have moved more, than with a linear alpha function + int current( actor.GetCurrentProperty< int >( index ) ); + DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); + END_TEST; +} - // Reset everything - finishCheck.Reset(); - actor.SetSize(Vector3::ZERO); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); +int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) +{ + TestApplication application; - // Repeat with a different (ease-in) alpha function - animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); + Actor actor = Actor::New(); - application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + // Register an integer property + int startValue(10); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + int targetValue(30); + int relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(delay, durationSeconds - delay)); - // The size should have travelled less, than with a linear alpha function - Vector3 current(actor.GetCurrentSize()); - DALI_TEST_CHECK( current.x > 0.0f ); - DALI_TEST_CHECK( current.y > 0.0f ); - DALI_TEST_CHECK( current.z > 0.0f ); - DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); - DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z ); + // Start the animation + animation.Play(); - application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // We did expect the animation to finish application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - // Reset everything - finishCheck.Reset(); - actor.SetSize(Vector3::ZERO); + // We didn't expect the animation to finish yet application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); - - // Repeat with a delay - float delay = 0.5f; - animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // 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< int >( index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorSizeWidthP(void) +int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register an integer property + int startValue(10); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetWidth(10.0f); - animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth ); - - float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f); + int targetValue(30); + int relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -5466,41 +6156,52 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(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.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), static_cast(startValue+(relativeValue*0.5f)+0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorSizeHeightP(void) +int UtcDaliAnimationAnimateToVector2P(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector2 property + Vector2 startValue(-50.0f, -50.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - float targetHeight(-10.0f); - animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight ); + Vector2 targetValue(50.0f, 50.0f); + Vector2 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue); - float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f); + Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5510,41 +6211,44 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // 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< Vector2 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorSizeDepthP(void) +int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector2 property + Vector2 startValue(1000.0f, 1000.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetDepth(-10.0f); - animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth ); + Vector2 targetValue(9000.0f, 9000.0f); + Vector2 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, "testProperty"), targetValue, AlphaFunction::EASE_OUT); - float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f); + Vector2 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5554,39 +6258,49 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION ); + + // The position should have moved more, than with a linear alpha function + Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) ); + DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) +int UtcDaliAnimationAnimateToVector2TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector2 property + Vector2 startValue(10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetSize(100.0f, 100.0f, 100.0f); - animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize ); - - Vector3 ninetyNinePercentProgress(targetSize * 0.99f); + Vector2 targetValue(-10.0f, 20.0f); + Vector2 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -5596,107 +6310,111 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + application.Render(static_cast(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.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); - - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize(), 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 ); - - // Repeat with a different (ease-in) alpha function - animation = Animation::New(durationSeconds); - animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN ); - animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN ); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - - // The size should have travelled less, than with a linear alpha function - Vector3 current(actor.GetCurrentSize()); - DALI_TEST_CHECK( current.x > 0.0f ); - DALI_TEST_CHECK( current.y > 0.0f ); - DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); - DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); + END_TEST; +} - // Reset everything - finishCheck.Reset(); - actor.SetSize(Vector3::ZERO); - application.SendNotification(); - application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); +int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) +{ + TestApplication application; - // Repeat with a delay + Actor actor = Actor::New(); + + // Register a Vector2 property + Vector2 startValue(10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector2 targetValue(30.0f, 30.0f); + Vector2 relativeValue(targetValue - startValue); float delay = 0.5f; - animation = Animation::New(durationSeconds); - animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); - animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); - animation.FinishedSignal().Connect(&application, finishCheck); + animation.AnimateTo(Property(actor, index), + targetValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); + + // Start the animation animation.Play(); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + // We didn't expect the animation to finish yet, but cached value should be the final one + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( index ), startValue, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + // 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< Vector2 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionP(void) +int UtcDaliAnimationAnimateToVector3P(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(-50.0f, -50.0f, -50.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(200.0f, 200.0f, 200.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition); + Vector3 targetValue(50.0f, 50.0f, 50.0f); + Vector3 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue); - Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5706,42 +6424,44 @@ int UtcDaliAnimationAnimateToActorPositionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*750.0f)/* 75% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // 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 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 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 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionXP(void) +int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(1000.0f, 1000.0f, 1000.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetX(1.0f); - animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX ); + Vector3 targetValue(9000.0f, 9000.0f, 9000.0f); + Vector3 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); - float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f); + Vector3 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5751,45 +6471,50 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION ); + + // The position should have moved more, than with a linear alpha function + Vector3 current( actor.GetCurrentProperty< Vector3 >( index ) ); + DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); + DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionYP(void) +int UtcDaliAnimationAnimateToVector3TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetY(10.0f); - animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY ); - - float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f); + Vector3 targetValue(-10.0f, 20.0f, 100.0f); + Vector3 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -5799,45 +6524,54 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionZP(void) +int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - float startValue(0.0f); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetZ(-5.0f); - animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ ); - - float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f); + Vector3 targetValue(30.0f, 30.0f, 30.0f); + Vector3 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, "testProperty"), + targetValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -5847,41 +6581,58 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition().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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) +int UtcDaliAnimationAnimateToVector3ComponentP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector3 property + Vector3 startValue(10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(200.0f, 200.0f, 200.0f); - animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN); - - Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + Vector3 targetValue(30.0f, 30.0f, 10.0f); + Vector3 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, "testProperty", 0), + 30.0f, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); + animation.AnimateTo(Property(actor, index, 1), + 30.0f, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -5891,20 +6642,20 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*750.0f)/* 75% progress */); + application.Render(static_cast(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 >( index ), startValue, TEST_LOCATION ); - // The position should have moved less, than with a linear alpha function - Vector3 current(actor.GetCurrentPosition()); - DALI_TEST_CHECK( current.x > Vector3::ZERO.x ); - DALI_TEST_CHECK( current.y > Vector3::ZERO.y ); - DALI_TEST_CHECK( current.z > Vector3::ZERO.z ); - DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x ); - DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y ); - DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z ); + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -5912,28 +6663,31 @@ 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 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) +int UtcDaliAnimationAnimateToVector4P(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector4 property + Vector4 startValue(-50.0f, -40.0f, -30.0f, -20.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation - float durationSeconds(1.0f); + float durationSeconds(2.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(200.0f, 200.0f, 200.0f); - float delay = 0.5f; - animation.AnimateTo( Property(actor, Actor::Property::POSITION), - targetPosition, - TimePeriod( delay, durationSeconds - delay ) ); + Vector4 targetValue(50.0f, 50.0f, 50.0f, 50.0f); + Vector4 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue); - Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5943,50 +6697,44 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // 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< Vector4 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 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< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) { TestApplication application; Actor actor = Actor::New(); + + // Register a Vector4 property + Vector4 startValue(1000.0f, 1000.0f, 1000.0f, 1000.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetPosition(200.0f, 200.0f, 200.0f); - float delay = 0.5f; - animation.AnimateTo( Property(actor, Actor::Property::POSITION), - targetPosition, - AlphaFunction::LINEAR, - TimePeriod( delay, durationSeconds - delay ) ); + Vector4 targetValue(9000.0f, 9000.0f, 9000.0f, 9000.0f); + Vector4 relativeValue(targetValue - startValue); + animation.AnimateTo(Property(actor, index), targetValue, AlphaFunction::EASE_OUT); - Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + Vector4 ninetyFivePercentProgress(startValue + relativeValue*0.95f); // Start the animation animation.Play(); @@ -5996,46 +6744,51 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render(static_cast(durationSeconds*950.0f)/* 95% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION ); + // The position should have moved more, than with a linear alpha function + Vector4 current( actor.GetCurrentProperty< Vector4 >( index ) ); + DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); + DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z ); + DALI_TEST_CHECK( current.w > ninetyFivePercentProgress.w ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*50.0f) + 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< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) +int UtcDaliAnimationAnimateToVector4TimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + + // Register a Vector4 property + Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree targetRotationDegrees(90.0f); - Radian targetRotationRadians(targetRotationDegrees); - animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) ); + Vector4 targetValue(-10.0f, 20.0f, 100.0f, 100.0f); + Vector4 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -6045,28 +6798,20 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.Render(static_cast(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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // 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< Vector4 >( index ), startValue+(relativeValue*0.5f), VECTOR4_EPSILON, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -6074,26 +6819,33 @@ 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< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) +int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); + + // Register a Vector4 property + Vector4 startValue(10.0f, 10.0f, 10.0f, 10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree targetRotationDegrees(90.0f); - Radian targetRotationRadians(targetRotationDegrees); - Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS); - animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation ); + Vector4 targetValue(30.0f, 30.0f, 30.0f, 30.0f); + Vector4 relativeValue(targetValue - startValue); + float delay = 0.5f; + animation.AnimateTo(Property(actor, index), + targetValue, + AlphaFunction::LINEAR, + TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -6103,237 +6855,242 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.Render(static_cast(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.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); // 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< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); - // 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 ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); - - // We did expect the animation to finish + // 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< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) +int UtcDaliAnimationAnimateToActorParentOriginP(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(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< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree targetRotationDegrees(90.0f); - Radian targetRotationRadians(targetRotationDegrees); - animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN); - - // Start the animation - animation.Play(); - - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT); - // 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_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin ); + }, "Property is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + END_TEST; +} - // 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 ); +int UtcDaliAnimationAnimateToActorParentOriginXN(void) +{ + TestApplication application; - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(0.0f); + 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 ); - // 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 ); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetX(1.0f); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX ); + }, "Property is not animatable" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) +int UtcDaliAnimationAnimateToActorParentOriginYN(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(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 ); + float startValue(0.0f); + 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 float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree targetRotationDegrees(90.0f); - Radian targetRotationRadians(targetRotationDegrees); - float delay(0.1f); - animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay)); + float targetY(1.0f); - // Start the animation - animation.Play(); + DALI_TEST_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY ); + }, "Property is not animatable" ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + END_TEST; +} - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); +int UtcDaliAnimationAnimateToActorParentOriginZN(void) +{ + TestApplication application; - // We didn't expect the animation to finish yet - 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 ); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(0.5f); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetZ(1.0f); - // We didn't expect the animation to finish yet - 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_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ ); + }, "Property is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + END_TEST; +} - // We didn't expect the animation to finish yet - 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 ); +int UtcDaliAnimationAnimateToActorAnchorPointN(void) +{ + TestApplication application; - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + 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); + + DALI_TEST_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint); + }, "Property is not animatable" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationAnimateToActorAnchorPointXN(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetOrientation(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 ); + float startValue(0.5f); + 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 float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Degree targetRotationDegrees(90.0f); - Radian targetRotationRadians(targetRotationDegrees); - float delay(0.1f); - animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay)); + float targetX(1.0f); - // Start the animation - animation.Play(); + DALI_TEST_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX ); + }, "Property is not animatable" ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + END_TEST; +} - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); +int UtcDaliAnimationAnimateToActorAnchorPointYN(void) +{ + TestApplication application; - // We didn't expect the animation to finish yet - 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 ); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(0.5f); + 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetY(0.0f); - // We didn't expect the animation to finish yet - 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_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY ); + }, "Property is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + END_TEST; +} - // We didn't expect the animation to finish yet - 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 ); +int UtcDaliAnimationAnimateToActorAnchorPointZN(void) +{ + TestApplication application; - application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(0.5f); + 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 + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetZ(100.0f); + + DALI_TEST_ASSERTION( + { + animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ ); + }, "Property is not animatable" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorScaleP(void) +int UtcDaliAnimationAnimateToActorSizeP(void) { TestApplication application; 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::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector3 targetScale(2.0f, 2.0f, 2.0f); - animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale ); + Vector3 targetSize(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize ); - Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f); + Vector3 ninetyNinePercentProgress(targetSize * 0.99f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION ); + 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 ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6344,7 +7101,7 @@ 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::SIZE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); @@ -6352,18 +7109,18 @@ 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::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); - actor.SetScale(Vector3::ONE); + actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, 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); - animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN); + animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::EASE_IN); animation.FinishedSignal().Connect(&application, finishCheck); animation.Play(); @@ -6374,11 +7131,11 @@ int UtcDaliAnimationAnimateToActorScaleP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); - // The scale should have grown less, than with a linear alpha function - Vector3 current(actor.GetCurrentScale()); - DALI_TEST_CHECK( current.x > 1.0f ); - DALI_TEST_CHECK( current.y > 1.0f ); - DALI_TEST_CHECK( current.z > 1.0f ); + // The size should have travelled less, than with a linear alpha function + 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 ); DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z ); @@ -6389,19 +7146,19 @@ 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::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); - actor.SetScale(Vector3::ONE); + actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Repeat with a delay float delay = 0.5f; animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); + animation.AnimateTo( Property(actor, Actor::Property::SIZE), targetSize, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); animation.FinishedSignal().Connect(&application, finishCheck); animation.Play(); @@ -6411,7 +7168,7 @@ 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::SIZE ), Vector3::ZERO, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); @@ -6419,33 +7176,39 @@ 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::SIZE ), targetSize, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorScaleXP(void) +int UtcDaliAnimationAnimateToActorSizeWidthP(void) { TestApplication application; 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.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 ); + float startValue(0.0f); + 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 float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetX(10.0f); - animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX ); + float targetWidth(10.0f); + animation.AnimateTo( Property(actor, Actor::Property::SIZE_WIDTH), targetWidth ); - float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6456,10 +7219,7 @@ 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.GetProperty(Actor::Property::SCALE_X), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6467,36 +7227,40 @@ 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.GetProperty(Actor::Property::SCALE_X), targetX, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorScaleYP(void) +int UtcDaliAnimationAnimateToActorSizeHeightP(void) { TestApplication application; 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.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 ); + float startValue(0.0f); + 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 float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetY(1000.0f); - animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY ); + float targetHeight(-10.0f); + animation.AnimateTo( Property(actor, Actor::Property::SIZE_HEIGHT), targetHeight ); - float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6507,10 +7271,7 @@ 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.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6518,36 +7279,40 @@ 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.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), targetY, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorScaleZP(void) +int UtcDaliAnimationAnimateToActorSizeDepthP(void) { TestApplication application; 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.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 ); + float startValue(0.0f); + 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 float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetZ(-1000.0f); - animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ ); + float targetDepth(-10.0f); + animation.AnimateTo( Property(actor, Actor::Property::SIZE_DEPTH), targetDepth ); - float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6558,10 +7323,7 @@ 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.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6569,29 +7331,26 @@ 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.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), targetZ, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorColorP(void) +int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void) { TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - Vector4 targetColor(Color::RED); - animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor ); + Vector3 targetSize(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::SIZE ), targetSize ); - Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f)); - Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f)); + Vector3 ninetyNinePercentProgress(targetSize * 0.99f); // Start the animation animation.Play(); @@ -6601,87 +7360,80 @@ int UtcDaliAnimationAnimateToActorColorP(void) animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); // 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< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); // Reset everything finishCheck.Reset(); - actor.SetColor(Color::WHITE); + actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, 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); - animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN); + animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::EASE_IN ); + animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::EASE_IN ); animation.FinishedSignal().Connect(&application, finishCheck); animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - // The color should have changed less, than with a linear alpha function - Vector4 current(actor.GetCurrentColor()); - DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change - DALI_TEST_CHECK( current.y < 1.0f ); - DALI_TEST_CHECK( current.y > tenPercentProgress.y ); - DALI_TEST_CHECK( current.z < 1.0f ); - DALI_TEST_CHECK( current.z > tenPercentProgress.z ); - DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change + // The size should have travelled less, than with a linear alpha function + 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 ); + DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); application.SendNotification(); - application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, 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.SetColor(Color::WHITE); + actor.SetSize(Vector3::ZERO); application.SendNotification(); application.Render(0); - DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); - // Repeat with a shorter animator duration - float animatorDuration = 0.5f; + // Repeat with a delay + float delay = 0.5f; animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration)); + animation.AnimateTo( Property( actor, Actor::Property::SIZE_WIDTH ), targetSize.x, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); + animation.AnimateTo( Property( actor, Actor::Property::SIZE_HEIGHT ), targetSize.y, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); animation.FinishedSignal().Connect(&application, finishCheck); animation.Play(); application.SendNotification(); - application.Render(static_cast(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */); - - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION ); - - application.SendNotification(); - application.Render(static_cast(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */); + application.Render(static_cast(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.GetCurrentColor(), targetColor, 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*/); @@ -6689,88 +7441,95 @@ 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< 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; } -int UtcDaliAnimationAnimateToActorColorRedP(void) +int UtcDaliAnimationAnimateToActorPositionP(void) { TestApplication application; 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetRed(0.5f); - animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed ); + Vector3 targetPosition(200.0f, 200.0f, 200.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition); - float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f); + Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + + // Should return the initial properties before play + 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.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION ); + 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 ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + application.Render(static_cast(durationSeconds*750.0f)/* 75% progress */); // 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.GetProperty(Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateToActorColorGreenP(void) +int UtcDaliAnimationAnimateToActorPositionXP(void) { TestApplication application; 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + float startValue(0.0f); + 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 ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetGreen(0.5f); - animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen ); + float targetX(1.0f); + animation.AnimateTo( Property(actor, Actor::Property::POSITION_X), targetX ); - float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6781,11 +7540,7 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6793,38 +7548,44 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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 ); END_TEST; } -int UtcDaliAnimationAnimateToActorColorBlueP(void) +int UtcDaliAnimationAnimateToActorPositionYP(void) { TestApplication application; 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + float startValue(0.0f); + 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 ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetBlue(0.5f); - animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue ); + float targetY(10.0f); + animation.AnimateTo( Property(actor, Actor::Property::POSITION_Y), targetY ); - float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6835,11 +7596,7 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6847,38 +7604,44 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), targetBlue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( 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 ); END_TEST; } -int UtcDaliAnimationAnimateToActorColorAlphaP(void) +int UtcDaliAnimationAnimateToActorPositionZP(void) { TestApplication application; 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + float startValue(0.0f); + 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 ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); - float targetAlpha(0.5f); - animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha ); + float targetZ(-5.0f); + animation.AnimateTo( Property(actor, Actor::Property::POSITION_Z), targetZ ); - float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f); + float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f); + + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION ); // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6889,11 +7652,7 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), fiftyPercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( 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*/); @@ -6901,237 +7660,133 @@ 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.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), targetAlpha, TEST_LOCATION ); + DALI_TEST_EQUALS( 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 ); END_TEST; } -int UtcDaliAnimationKeyFrames01P(void) +int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void) { TestApplication application; - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); - - keyFrames.Add(0.0f, 0.1f); - - DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - KeyFrames keyFrames2( keyFrames); - DALI_TEST_CHECK( keyFrames2 ); - DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(200.0f, 200.0f, 200.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::EASE_IN); - KeyFrames keyFrames3 = KeyFrames::New(); - keyFrames3.Add(0.6f, true); - DALI_TEST_CHECK( keyFrames3 ); - DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION); + Vector3 seventyFivePercentProgress(targetPosition * 0.75f); - keyFrames3 = keyFrames; - DALI_TEST_CHECK( keyFrames3 ); - DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION); + // Start the animation + animation.Play(); - END_TEST; -} + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); -int UtcDaliAnimationKeyFrames02P(void) -{ - TestApplication application; + application.SendNotification(); + application.Render(static_cast(durationSeconds*750.0f)/* 75% progress */); - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - keyFrames.Add(0.0f, 0.1f); - keyFrames.Add(0.2f, 0.5f); - keyFrames.Add(0.4f, 0.0f); - keyFrames.Add(0.6f, 1.0f); - keyFrames.Add(0.8f, 0.7f); - keyFrames.Add(1.0f, 0.9f); + // The position should have moved less, than with a linear alpha function + 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 ); + DALI_TEST_CHECK( current.x < seventyFivePercentProgress.x ); + DALI_TEST_CHECK( current.y < seventyFivePercentProgress.y ); + DALI_TEST_CHECK( current.z < seventyFivePercentProgress.z ); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); - try - { - keyFrames.Add(1.9f, false); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationKeyFrames03P(void) +int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void) { TestApplication application; - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - keyFrames.Add(0.0f, true); - keyFrames.Add(0.2f, false); - keyFrames.Add(0.4f, false); - keyFrames.Add(0.6f, true); - keyFrames.Add(0.8f, true); - keyFrames.Add(1.0f, false); + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(200.0f, 200.0f, 200.0f); + float delay = 0.5f; + animation.AnimateTo( Property(actor, Actor::Property::POSITION), + targetPosition, + TimePeriod( delay, durationSeconds - delay ) ); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION); + Vector3 seventyFivePercentProgress(targetPosition * 0.75f); - try - { - 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); - } - END_TEST; -} - -int UtcDaliAnimationKeyFrames04P(void) -{ - TestApplication application; - - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); - - keyFrames.Add(0.0f, Vector2(0.0f, 0.0f)); - keyFrames.Add(0.2f, Vector2(1.0f, 1.0f)); - keyFrames.Add(0.4f, Vector2(2.0f, 2.0f)); - keyFrames.Add(0.6f, Vector2(3.0f, 5.0f)); - keyFrames.Add(0.8f, Vector2(4.0f, 3.0f)); - keyFrames.Add(1.0f, Vector2(6.0f, 2.0f)); - - DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION); - - try - { - 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); - } - END_TEST; -} - -int UtcDaliAnimationKeyFrames05P(void) -{ - TestApplication application; - - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); - - keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f)); - keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f)); - keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f)); - keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f)); - keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f)); - keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f)); - - DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION); - - try - { - keyFrames.Add(0.7f, 1.0f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } - END_TEST; -} - -int UtcDaliAnimationKeyFrames06P(void) -{ - TestApplication application; - - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); - - keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f)); - keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); - keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f)); - keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f)); - keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f)); - keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f)); + // Start the animation + animation.Play(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION); + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - try - { - 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); - } - END_TEST; -} + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); -int UtcDaliAnimationKeyFrames07P(void) -{ - TestApplication application; + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - KeyFrames keyFrames = KeyFrames::New(); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); - keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS)); - keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS)); - keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS)); - keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f))); - keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS)); - keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS)); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/); - try - { - keyFrames.Add(0.7f, 1.1f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) +int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void) { TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(200.0f, 200.0f, 200.0f); + float delay = 0.5f; + animation.AnimateTo( Property(actor, Actor::Property::POSITION), + targetPosition, + AlphaFunction::LINEAR, + TimePeriod( delay, durationSeconds - delay ) ); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, 0.1f); - keyFrames.Add(0.2f, 0.5f); - keyFrames.Add(0.4f, 0.0f); - keyFrames.Add(0.6f, 1.0f); - keyFrames.Add(0.8f, 0.7f); - keyFrames.Add(1.0f, 0.9f); - - animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames ); + Vector3 seventyFivePercentProgress(targetPosition * 0.75f); // Start the animation animation.Play(); @@ -7139,186 +7794,109 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION ); - - application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */); - application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*500.0f*0.25) + 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 ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) +int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) { TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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); Animation animation = Animation::New(durationSeconds); - - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, 0.1f); - keyFrames.Add(0.2f, 0.5f); - keyFrames.Add(0.4f, 0.0f); - keyFrames.Add(0.6f, 1.0f); - keyFrames.Add(0.8f, 0.7f); - keyFrames.Add(1.0f, 0.9f); - - animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic ); + Degree targetRotationDegrees(90.0f); + Radian targetRotationRadians(targetRotationDegrees); + animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationRadians, Vector3::YAXIS) ); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.36f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.21f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); - application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); - application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.76f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish - + application.SendNotification(); finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorP(void) +int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void) { TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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); Animation animation = Animation::New(durationSeconds); - - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); - - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames ); + Degree targetRotationDegrees(90.0f); + Radian targetRotationRadians(targetRotationDegrees); + Quaternion targetRotation(targetRotationRadians, Vector3::YAXIS); + animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), targetRotation ); // Start the animation animation.Play(); @@ -7326,74 +7904,56 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); - application.Render(0); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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 */); + + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish - + application.SendNotification(); finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) +int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void) { TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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); Animation animation = Animation::New(durationSeconds); - - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); - - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic ); + Degree targetRotationDegrees(90.0f); + Radian targetRotationRadians(targetRotationDegrees); + animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN); // Start the animation animation.Play(); @@ -7401,75 +7961,57 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); - application.Render(0); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + 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 */); + + // We didn't expect the animation to finish yet application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); // We did expect the animation to finish - + application.SendNotification(); finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorVisibleP(void) +int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - - application.SendNotification(); - application.Render(0); - - DALI_TEST_EQUALS( actor.IsVisible(), true, 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); Animation animation = Animation::New(durationSeconds); - - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, false); - keyFrames.Add(0.2f, true); - keyFrames.Add(0.4f, true); - keyFrames.Add(0.8f, false); - keyFrames.Add(1.0f, true); - - animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames ); + Degree targetRotationDegrees(90.0f); + Radian targetRotationRadians(targetRotationDegrees); + float delay(0.1f); + animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -7477,45 +8019,60 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void) bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)); + finishCheck.CheckSignalNotReceived(); + float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); + 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*500.0f)+1); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.5f - delay) / (1.0f - delay); + 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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.75f - delay) / (1.0f - delay); + 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*/); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION); + // We did expect the animation to finish + application.SendNotification(); finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void) +int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void) { TestApplication application; Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) ); Stage::GetCurrent().Add(actor); - - application.SendNotification(); - application.Render(0); - - DALI_TEST_EQUALS( actor.IsVisible(), true, 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); Animation animation = Animation::New(durationSeconds); - - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, false); - keyFrames.Add(0.2f, true); - keyFrames.Add(0.4f, true); - keyFrames.Add(0.8f, false); - keyFrames.Add(1.0f, true); - - //Cubic interpolation for boolean values should be ignored - animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic ); + Degree targetRotationDegrees(90.0f); + Radian targetRotationRadians(targetRotationDegrees); + float delay(0.1f); + animation.AnimateTo( Property(actor, Actor::Property::ORIENTATION), AngleAxis(targetRotationDegrees, Vector3::YAXIS), AlphaFunction::EASE_IN, TimePeriod(delay, durationSeconds - delay)); // Start the animation animation.Play(); @@ -7523,1391 +8080,5490 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void) bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)); + finishCheck.CheckSignalNotReceived(); + float progress = max(0.0f, 0.25f - delay) / (1.0f - delay); + 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*500.0f)+1); + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.5f - delay) / (1.0f - delay); + 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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + progress = max(0.0f, 0.75f - delay) / (1.0f - delay); + 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*/); - DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION); + // We did expect the animation to finish + application.SendNotification(); finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorOrientation01P(void) +int UtcDaliAnimationAnimateToActorScaleP(void) { TestApplication application; Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(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< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); + Vector3 targetScale(2.0f, 2.0f, 2.0f); + animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale ); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS)); - - animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames ); + Vector3 ninetyNinePercentProgress(Vector3::ONE + (targetScale - Vector3::ONE)*0.99f); // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION ); + 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 ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); + + // We didn't expect the animation to finish yet application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION ); + application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)+1); + finishCheck.CheckSignalReceived(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); + + // Repeat with a different (ease-in) alpha function + animation = Animation::New(durationSeconds); + animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::EASE_IN); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*990.0f)/* 99% progress */); - Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // The scale should have grown less, than with a linear alpha function + 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 ); + DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x ); + DALI_TEST_CHECK( current.y < ninetyNinePercentProgress.y ); + DALI_TEST_CHECK( current.z < ninetyNinePercentProgress.z ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); + + // Repeat with a delay + float delay = 0.5f; + animation = Animation::New(durationSeconds); + animation.AnimateTo( Property(actor, Actor::Property::SCALE), targetScale, AlphaFunction::LINEAR, TimePeriod(delay, durationSeconds - delay)); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(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::SCALE ), Vector3::ONE, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + application.SendNotification(); + 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.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorOrientation02P(void) -{ - TestApplication application; +int UtcDaliAnimationAnimateToActorScaleXP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + 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 ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetX(10.0f); + animation.AnimateTo( Property(actor, Actor::Property::SCALE_X), targetX ); + + float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + + application.SendNotification(); + 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.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 ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorScaleYP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + 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 ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetY(1000.0f); + animation.AnimateTo( Property(actor, Actor::Property::SCALE_Y), targetY ); + + float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + + application.SendNotification(); + 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.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 ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorScaleZP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + 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 ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetZ(-1000.0f); + animation.AnimateTo( Property(actor, Actor::Property::SCALE_Z), targetZ ); + + float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + + application.SendNotification(); + 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.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 ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorColorP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector4 targetColor(Color::RED); + animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor ); + + Vector4 tenPercentProgress(Vector4(1.0f, 0.9f, 0.9f, 1.0f)); + Vector4 twentyPercentProgress(Vector4(1.0f, 0.8f, 0.8f, 1.0f)); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION ); + 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.GetProperty< float >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + + // Reset everything + finishCheck.Reset(); + actor.SetProperty( Actor::Property::COLOR,Color::WHITE); + application.SendNotification(); + application.Render(0); + 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); + animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::EASE_IN); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // The color should have changed less, than with a linear alpha function + 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 ); + DALI_TEST_CHECK( current.z < 1.0f ); + DALI_TEST_CHECK( current.z > tenPercentProgress.z ); + DALI_TEST_CHECK( current.w == 1.0f ); // doesn't change + + application.SendNotification(); + application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + + // Reset everything + finishCheck.Reset(); + actor.SetProperty( Actor::Property::COLOR,Color::WHITE); + application.SendNotification(); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); + + // Repeat with a shorter animator duration + float animatorDuration = 0.5f; + animation = Animation::New(durationSeconds); + animation.AnimateTo( Property(actor, Actor::Property::COLOR), targetColor, AlphaFunction::LINEAR, TimePeriod(animatorDuration)); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*100.0f)/* 10% animation progress, 20% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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 */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorColorRedP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetRed(0.5f); + animation.AnimateTo( Property(actor, Actor::Property::COLOR_RED), targetRed ); + + float fiftyPercentProgress(startValue + (targetRed - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + + application.SendNotification(); + 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.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorColorGreenP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetGreen(0.5f); + animation.AnimateTo( Property(actor, Actor::Property::COLOR_GREEN), targetGreen ); + + float fiftyPercentProgress(startValue + (targetGreen - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + + application.SendNotification(); + 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.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorColorBlueP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetBlue(0.5f); + animation.AnimateTo( Property(actor, Actor::Property::COLOR_BLUE), targetBlue ); + + float fiftyPercentProgress(startValue + (targetBlue - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + application.SendNotification(); + 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.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateToActorColorAlphaP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + float startValue(1.0f); + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + float targetAlpha(0.5f); + animation.AnimateTo( Property(actor, Actor::Property::COLOR_ALPHA), targetAlpha ); + + float fiftyPercentProgress(startValue + (targetAlpha - startValue)*0.5f); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetAlpha, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION ); + + application.SendNotification(); + 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.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationKeyFrames01P(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, 0.1f); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); + + KeyFrames keyFrames2( keyFrames); + DALI_TEST_CHECK( keyFrames2 ); + DALI_TEST_EQUALS(keyFrames2.GetType(), Property::FLOAT, TEST_LOCATION); + + KeyFrames keyFrames3 = KeyFrames::New(); + keyFrames3.Add(0.6f, true); + DALI_TEST_CHECK( keyFrames3 ); + DALI_TEST_EQUALS(keyFrames3.GetType(), Property::BOOLEAN, TEST_LOCATION); + + keyFrames3 = keyFrames; + DALI_TEST_CHECK( keyFrames3 ); + DALI_TEST_EQUALS(keyFrames3.GetType(), Property::FLOAT, TEST_LOCATION); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames02N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, 0.1f); + keyFrames.Add(0.2f, 0.5f); + keyFrames.Add(0.4f, 0.0f); + keyFrames.Add(0.6f, 1.0f); + keyFrames.Add(0.8f, 0.7f); + keyFrames.Add(1.0f, 0.9f); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(1.9f, false); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames03N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, true); + keyFrames.Add(0.2f, false); + keyFrames.Add(0.4f, false); + keyFrames.Add(0.6f, true); + keyFrames.Add(0.8f, true); + keyFrames.Add(1.0f, false); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames04N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, Vector2(0.0f, 0.0f)); + keyFrames.Add(0.2f, Vector2(1.0f, 1.0f)); + keyFrames.Add(0.4f, Vector2(2.0f, 2.0f)); + keyFrames.Add(0.6f, Vector2(3.0f, 5.0f)); + keyFrames.Add(0.8f, Vector2(4.0f, 3.0f)); + keyFrames.Add(1.0f, Vector2(6.0f, 2.0f)); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames05N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, Vector3(0.0f, 4.0f, 0.0f)); + keyFrames.Add(0.2f, Vector3(1.0f, 3.0f, 1.0f)); + keyFrames.Add(0.4f, Vector3(2.0f, 2.0f, 2.0f)); + keyFrames.Add(0.6f, Vector3(3.0f, 2.0f, 5.0f)); + keyFrames.Add(0.8f, Vector3(4.0f, 4.0f, 3.0f)); + keyFrames.Add(1.0f, Vector3(6.0f, 8.0f, 2.0f)); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(0.7f, 1.0f); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames06N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, Vector4(0.0f, 0.0f, 0.0f, 0.0f)); + keyFrames.Add(0.2f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + keyFrames.Add(0.4f, Vector4(2.0f, 2.0f, 2.0f, 2.0f)); + keyFrames.Add(0.6f, Vector4(3.0f, 5.0f, 3.0f, 5.0f)); + keyFrames.Add(0.8f, Vector4(4.0f, 3.0f, 4.0f, 3.0f)); + keyFrames.Add(1.0f, Vector4(6.0f, 2.0f, 6.0f, 2.0f)); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS)); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationKeyFrames07N(void) +{ + TestApplication application; + + KeyFrames keyFrames = KeyFrames::New(); + DALI_TEST_EQUALS(keyFrames.GetType(), Property::NONE, TEST_LOCATION); + + keyFrames.Add(0.0f, Quaternion(Radian(1.717f), Vector3::XAXIS)); + keyFrames.Add(0.2f, Quaternion(Radian(2.0f), Vector3::XAXIS)); + keyFrames.Add(0.4f, Quaternion(Radian(3.0f), Vector3::ZAXIS)); + keyFrames.Add(0.6f, Quaternion(Radian(4.0f), Vector3(1.0f, 1.0f, 1.0f))); + keyFrames.Add(0.8f, AngleAxis(Degree(90), Vector3::XAXIS)); + keyFrames.Add(1.0f, Quaternion(Radian(3.0f), Vector3::YAXIS)); + + DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION); + + DALI_TEST_ASSERTION( + { + keyFrames.Add(0.7f, 1.1f); + }, "mType == value.GetType()" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, 0.1f); + keyFrames.Add(0.2f, 0.5f); + keyFrames.Add(0.4f, 0.0f); + keyFrames.Add(0.6f, 1.0f); + keyFrames.Add(0.8f, 0.7f); + keyFrames.Add(1.0f, 0.9f); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames ); + + // Start the animation + animation.Play(); + + // Final key frame value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 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 + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, 0.1f); + keyFrames.Add(0.2f, 0.5f); + keyFrames.Add(0.4f, 0.0f); + keyFrames.Add(0.6f, 1.0f); + keyFrames.Add(0.8f, 0.7f); + keyFrames.Add(1.0f, 0.9f); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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(); + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 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 + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorVisibleP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(0); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, false); + keyFrames.Add(0.2f, true); + keyFrames.Add(0.4f, true); + keyFrames.Add(0.8f, false); + keyFrames.Add(1.0f, true); + + animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames ); + + // Start the animation + animation.Play(); + + // Final key frame value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)+1); + application.SendNotification(); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION); + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) ); + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(0); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, false); + keyFrames.Add(0.2f, true); + keyFrames.Add(0.4f, true); + keyFrames.Add(0.8f, false); + keyFrames.Add(1.0f, true); + + //Cubic interpolation for boolean values should be ignored + animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)+1); + application.SendNotification(); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION); + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorOrientation01P(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS)); + + animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames ); + + // Start the animation + animation.Play(); + + // Final key frame value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Degree( 60 ), Vector3::ZAXIS ), TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)+1); + application.SendNotification(); + + Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorOrientation02P(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS)); + keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS)); + keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS)); + + animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + Quaternion check(Radian(Degree(60)), Vector3::XAXIS); + 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.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.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.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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS)); + + //Cubic interpolation should be ignored for quaternions + animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)); + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)+1); + application.SendNotification(); + + Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); + + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + AngleAxis aa(Degree(90), Vector3::XAXIS); + 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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS)); + keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS)); + keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS)); + + //Cubic interpolation should be ignored for quaternions + animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + Quaternion check(Radian(Degree(60)), Vector3::XAXIS); + 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.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.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.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.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + float delay = 0.5f; + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + + application.Render(static_cast(delay*1000.0f)/* 0% progress */); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + float delay = 0.5f; + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + + application.Render(static_cast(delay*1000.0f)/* 0% progress */); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) +{ + TestApplication application; + + float startValue(1.0f); + float delay = 0.5f; + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + + application.Render(static_cast(delay*1000.0f)/* 0% progress */); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void) +{ + TestApplication application; + + float startValue(1.0f); + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue)); + Stage::GetCurrent().Add(actor); + + 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 ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + + + // Build the animation + float durationSeconds(1.0f); + float delay = 0.5f; + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); + keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); + keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + + animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + + application.Render(static_cast(delay*1000.0f)/* 0% progress */); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + + application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + + // We did expect the animation to finish + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + //Build the path + Vector3 position0( 30.0, 80.0, 0.0); + Vector3 position1( 70.0, 120.0, 0.0); + Vector3 position2( 100.0, 100.0, 0.0); + + Dali::Path path = Dali::Path::New(); + path.AddPoint(position0); + path.AddPoint(position1); + path.AddPoint(position2); + + //Control points for first segment + path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); + path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + + //Control points for second segment + path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); + path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + + // Build the animation + float durationSeconds( 1.0f ); + Animation animation = Animation::New(durationSeconds); + animation.Animate(actor, path, Vector3::XAXIS); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + Vector3 position, tangent; + Quaternion rotation; + path.Sample( 0.0f, position, tangent ); + rotation = Quaternion( Vector3::XAXIS, tangent ); + 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.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.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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateAlphaFunctionP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + //Build the path + Vector3 position0( 30.0, 80.0, 0.0); + Vector3 position1( 70.0, 120.0, 0.0); + Vector3 position2( 100.0, 100.0, 0.0); + + Dali::Path path = Dali::Path::New(); + path.AddPoint(position0); + path.AddPoint(position1); + path.AddPoint(position2); + + //Control points for first segment + path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); + path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + + //Control points for second segment + path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); + path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + + // Build the animation + float durationSeconds( 1.0f ); + Animation animation = Animation::New(durationSeconds); + animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + Vector3 position, tangent; + Quaternion rotation; + path.Sample( 0.0f, position, tangent ); + rotation = Quaternion( Vector3::XAXIS, tangent ); + 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.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.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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateTimePeriodP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + //Build the path + Vector3 position0( 30.0, 80.0, 0.0); + Vector3 position1( 70.0, 120.0, 0.0); + Vector3 position2( 100.0, 100.0, 0.0); + + Dali::Path path = Dali::Path::New(); + path.AddPoint(position0); + path.AddPoint(position1); + path.AddPoint(position2); + + //Control points for first segment + path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); + path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + + //Control points for second segment + path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); + path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + + // Build the animation + float durationSeconds( 1.0f ); + Animation animation = Animation::New(durationSeconds); + animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f)); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + Vector3 position, tangent; + Quaternion rotation; + path.Sample( 0.0f, position, tangent ); + rotation = Quaternion( Vector3::XAXIS, tangent ); + 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.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.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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + //Build the path + Vector3 position0( 30.0, 80.0, 0.0); + Vector3 position1( 70.0, 120.0, 0.0); + Vector3 position2( 100.0, 100.0, 0.0); + + Dali::Path path = Dali::Path::New(); + path.AddPoint(position0); + path.AddPoint(position1); + path.AddPoint(position2); + + //Control points for first segment + path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); + path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + + //Control points for second segment + path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); + path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + + // Build the animation + float durationSeconds( 1.0f ); + Animation animation = Animation::New(durationSeconds); + animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f)); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + Vector3 position, tangent; + Quaternion rotation; + path.Sample( 0.0f, position, tangent ); + rotation = Quaternion( Vector3::XAXIS, tangent ); + 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.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.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.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.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION ); + + finishCheck.CheckSignalReceived(); + END_TEST; +} + +int UtcDaliAnimationShowP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + actor.SetProperty( Actor::Property::VISIBLE,false); + application.SendNotification(); + application.Render(0); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + Stage::GetCurrent().Add(actor); + + // Start the animation + float durationSeconds(10.0f); + Animation animation = Animation::New(durationSeconds); + animation.Show(actor, durationSeconds*0.5f); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f)/*Should be shown now*/); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + + application.SendNotification(); + 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_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + END_TEST; +} + +int UtcDaliAnimationHideP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + Stage::GetCurrent().Add(actor); + + // Start the animation + float durationSeconds(10.0f); + Animation animation = Animation::New(durationSeconds); + animation.Hide(actor, durationSeconds*0.5f); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*490.0f)); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*10.0f)/*Should be hidden now*/); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + + application.SendNotification(); + 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_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + END_TEST; +} + +int UtcDaliAnimationShowHideAtEndP(void) +{ + // Test that show/hide delay can be the same as animation duration + // i.e. to show/hide at the end of the animation + + TestApplication application; + + Actor actor = Actor::New(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + Stage::GetCurrent().Add(actor); + + // Start Hide animation + float durationSeconds(10.0f); + Animation animation = Animation::New(durationSeconds); + animation.Hide(actor, durationSeconds/*Hide at end*/); + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + + // Start Show animation + animation = Animation::New(durationSeconds); + animation.Show(actor, durationSeconds/*Show at end*/); + animation.FinishedSignal().Connect(&application, finishCheck); + animation.Play(); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) ); + END_TEST; +} + +int UtcDaliKeyFramesCreateDestroyP(void) +{ + tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()"); + + KeyFrames* keyFrames = new KeyFrames; + delete keyFrames; + DALI_TEST_CHECK( true ); + END_TEST; +} + +int UtcDaliKeyFramesDownCastP(void) +{ + TestApplication application; + tet_infoline("Testing Dali::Animation::KeyFramesDownCast()"); + + KeyFrames keyFrames = KeyFrames::New(); + BaseHandle object(keyFrames); + + KeyFrames keyFrames2 = KeyFrames::DownCast(object); + DALI_TEST_CHECK(keyFrames2); + + KeyFrames keyFrames3 = DownCast< KeyFrames >(object); + DALI_TEST_CHECK(keyFrames3); + + BaseHandle unInitializedObject; + KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject); + DALI_TEST_CHECK(!keyFrames4); + + KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject); + DALI_TEST_CHECK(!keyFrames5); + END_TEST; +} + +int UtcDaliAnimationCreateDestroyP(void) +{ + TestApplication application; + Animation* animation = new Animation; + DALI_TEST_CHECK( animation ); + delete animation; + END_TEST; +} + +struct UpdateManagerTestConstraint +{ + UpdateManagerTestConstraint(TestApplication& application) + : mApplication(application) + { + } + + void operator()( Vector3& current, const PropertyInputContainer& /* inputs */) + { + mApplication.SendNotification(); // Process events + } + + TestApplication& mApplication; +}; + +int UtcDaliAnimationUpdateManagerP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + // Build the animation + Animation animation = Animation::New( 0.0f ); + + bool signalReceived = false; + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + + Vector3 startValue(1.0f, 1.0f, 1.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Constraint constraint = Constraint::New( actor, index, UpdateManagerTestConstraint( application ) ); + constraint.Apply(); + + // Apply animation to actor + animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR ); + animation.AnimateTo( Property(actor, DevelActor::Property::OPACITY), 0.3f, AlphaFunction::LINEAR ); + + animation.Play(); + + application.SendNotification(); + application.UpdateOnly( 16 ); + + finishCheck.CheckSignalNotReceived(); + + application.SendNotification(); // Process events + + finishCheck.CheckSignalReceived(); + + END_TEST; +} + +int UtcDaliAnimationSignalOrderP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + // Build the animations + Animation animation1 = Animation::New( 0.0f ); // finishes first frame + Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms + + bool signal1Received = false; + animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) ); + + bool signal2Received = false; + animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) ); + + // Apply animations to actor + animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR ); + animation1.Play(); + animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR ); + animation2.Play(); + + DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); + DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); + + application.SendNotification(); + application.UpdateOnly( 10 ); // 10ms progress + + // no notifications yet + DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); + DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); + + application.SendNotification(); + + // first completed + DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION ); + DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); + signal1Received = false; + + // 1st animation is complete now, do another update with no ProcessEvents in between + application.UpdateOnly( 20 ); // 20ms progress + + // ProcessEvents + application.SendNotification(); + + // 2nd should complete now + DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); + DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationExtendDurationP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register a float property + float startValue(10.0f); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float initialDurationSeconds(1.0f); + float animatorDelay = 5.0f; + float animatorDurationSeconds(5.0f); + float extendedDurationSeconds(animatorDelay+animatorDurationSeconds); + Animation animation = Animation::New(initialDurationSeconds); + float targetValue(30.0f); + float relativeValue(targetValue - startValue); + + animation.AnimateTo(Property(actor, index), + targetValue, + TimePeriod(animatorDelay, animatorDurationSeconds)); + + // The duration should have been extended + DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION ); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + + // We didn't expect the animation to finish yet, but cached value should be the final one + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationCustomIntProperty(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + int startValue(0u); + + Property::Index index = actor.RegisterProperty("anIndex", startValue); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.AnimateTo( Property(actor, index), 20 ); + + // Start the animation + animation.Play(); + + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION ); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 10, TEST_LOCATION ); + + application.SendNotification(); + 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.GetCurrentProperty< int >( index ), 20, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationDuration(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + Animation animation = Animation::New( 0.0f ); + DALI_TEST_EQUALS( 0.0f, animation.GetDuration(), TEST_LOCATION ); + + // The animation duration should automatically increase depending on the animator time period + + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 0.0f, 1.0f ) ); + DALI_TEST_EQUALS( 1.0f, animation.GetDuration(), TEST_LOCATION ); + + animation.AnimateTo( Property( actor, Actor::Property::POSITION_Y ), 200.0f, TimePeriod( 10.0f, 1.0f ) ); + DALI_TEST_EQUALS( 11.0f, animation.GetDuration(), TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + 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); + }, "Target value is not animatable" ); + + END_TEST; +} + + +int UtcDaliAnimationAnimateToNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + DALI_TEST_ASSERTION( + { + // Build the animation + Animation animation = Animation::New( 2.0f ); + std::string relativeValue = "relative string"; + animation.AnimateTo( Property(actor, index), relativeValue ); + }, "Target value is not animatable" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // Register an integer property + int startValue(1); + Property::Index index = actor.RegisterProperty( "testProperty", startValue ); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + + 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 + }, "Property type is not animatable" ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayP(void) +{ + tet_infoline("Setting up an animation should not effect it's position property until the animation plays"); + + TestApplication application; + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialPosition(0.0f, 0.0f, 0.0f); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + //Test GetCurrentProgress return 0.0 as the duration is 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + tet_infoline("Set target position in animation without intiating play"); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial value"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position is now target"); + + animation.Play(); + application.SendNotification(); + application.Render(1000u); + + tet_infoline("Ensure position of actor is at target value when aninmation half way"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION ); + + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x ); + + application.Render(2000u); + + tet_infoline("Ensure position of actor is still at target value when aninmation complete"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void) +{ + tet_infoline("Setting up an animation should not effect it's position property until the animation plays even with mulitple animators"); + + TestApplication application; + + std::vector targetPositions; + + targetPositions.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) ); + targetPositions.push_back( Vector3( 50.0f, 10.0f, 100.0f ) ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialPosition(0.0f, 0.0f, 0.0f); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + //Test GetCurrentProgress return 0.0 as the duration is 0.0 + DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION ); + DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION ); + + tet_infoline("Set target position in animation without intiating play"); + + for ( unsigned int i = 0; i < targetPositions.size(); i++ ) + { + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[i], AlphaFunction::LINEAR); + } + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial value"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position is now target"); + + animation.Play(); + application.SendNotification(); + application.Render(1000u); + + tet_infoline("Ensure position of actor is at target value when aninmation half way"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION ); + + tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x ); + + application.Render(2000u); + + tet_infoline("Ensure position of actor is still at target value when aninmation complete"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[2].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionP(void) +{ + tet_infoline("Setting up an animation should not effect it's size property until the animation plays even with mulitple animators of different Property Indexes"); + + TestApplication application; + + std::vector targetSizes; + std::vector targetPositions; + + targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetSizes.push_back( Vector3( 50.0f, 10.0f, 100.0f ) ); + + targetPositions.push_back( Vector3( 200.0f, 1.0f, 100.0f ) ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialSize( 10.0f, 10.0f, 10.0f); + Vector3 initialPosition(10.0f, 10.0f, 10.0f); + + actor.SetProperty( Actor::Property::SIZE, initialSize ); + actor.SetProperty( Actor::Property::POSITION, initialPosition ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + tet_infoline("Set target size in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR); + tet_infoline("Set target position in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPositions[0], AlphaFunction::LINEAR); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at intial size and position"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialPosition.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position and size is now matches targets"); + + animation.Play(); + application.SendNotification(); + application.Render(2000u); + + tet_infoline("Ensure position and size of actor is at target value when aninmation playing"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_X), targetPositions[0].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Y), targetPositions[0].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::POSITION_Z), targetPositions[0].z, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionColourP(void) +{ + tet_infoline("Setting up an animation should not effect it's size property until the animation plays even if other Properties animated"); + + TestApplication application; + + std::vector targetSizes; + std::vector targetColors; + + targetSizes.push_back( Vector3( 100.0f, 100.0f, 100.0f ) ); + targetSizes.push_back( Vector3( 50.0f, 10.0f, 150.0f ) ); + + targetColors.push_back( 1.0f ); + + tet_infoline("Set initial position and set up animation to re-position actor"); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + Vector3 initialSize( 10.0f, 5.0f, 10.0f); + + actor.SetProperty( Actor::Property::SIZE, initialSize ); + + // Build the animation + Animation animation = Animation::New(2.0f); + + tet_infoline("Set target size in animation without initiating play"); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR); + tet_infoline("Set target position in animation without intiating play"); + animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR); + animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[1], AlphaFunction::LINEAR); + + application.SendNotification(); + application.Render(); + + tet_infoline("Ensure position of actor is still at initial size and position"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), initialSize.z, TEST_LOCATION ); + + tet_infoline("Play animation and ensure actor position and size is now matches targets"); + + animation.Play(); + application.SendNotification(); + application.Render(2000u); + + tet_infoline("Ensure position and size of actor is at target value when animation playing"); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_DEPTH), targetSizes[1].z, TEST_LOCATION ); + + DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), targetColors[0], TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationTimePeriodOrder(void) +{ + tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); + + ////////////////////////////////////////////////////////////////////////////////// + + tet_infoline( "With two AnimateTo calls" ); + + Animation animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + tet_infoline( "The target position should change instantly" ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION ); + + application.SendNotification(); + application.Render(5000); // After the animation is complete + + 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 ); + + ////////////////////////////////////////////////////////////////////////////////// + + tet_infoline( "Same animation again but in a different order - should yield the same result" ); + + actor.SetX( 0.0f ); + 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 ); + + application.SendNotification(); + application.Render(); + + 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 ); + + animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) ); + animation.Play(); + + tet_infoline( "The target position should change instantly" ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION ); + + application.SendNotification(); + application.Render(5000); // After the animation is complete + + 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 ); + + END_TEST; +} + +int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) +{ + tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + application.SendNotification(); + application.Render(); + + 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 ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); + + ////////////////////////////////////////////////////////////////////////////////// + + tet_infoline( "" ); + + Animation animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) ); + animation.Play(); + + tet_infoline( "The target position should change instantly" ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION ); + + application.SendNotification(); + application.Render(14000); // After the animation is complete + + 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 ); + + ////////////////////////////////////////////////////////////////////////////////// + + tet_infoline( "Same animation again but in a different order - should end up at the same point" ); + + actor.SetX( 0.0f ); + + 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 ); + + application.SendNotification(); + application.Render(); + + 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 ); + + animation = Animation::New( 0.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1.0f, TimePeriod( 3.0f, 4.0f ) ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + tet_infoline( "The target position should change instantly" ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION ); + + application.SendNotification(); + application.Render(14000); // After the animation is complete + + 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 ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenIntegerP(void) +{ + TestApplication application; + + int startValue(1); + Actor actor = Actor::New(); + const Property::Index index = actor.RegisterProperty("customProperty", startValue ); + Stage::GetCurrent().Add(actor); + + application.Render(); + application.SendNotification(); + + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add(0.0f, 10); + keyFrames.Add(0.2f, 20); + keyFrames.Add(0.4f, 30); + keyFrames.Add(0.6f, 40); + keyFrames.Add(0.8f, 50); + keyFrames.Add(1.0f, 60); + + animation.AnimateBetween( Property(actor, index ), keyFrames ); + + // Start the animation + animation.Play(); + + // Target value should change to the last key-frame's value straight away + DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 60, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenVector2P(void) +{ + TestApplication application; + + Vector2 startValue( 10.0f, 20.0f ); + Actor actor = Actor::New(); + const Property::Index index = actor.RegisterProperty("customProperty", startValue ); + Stage::GetCurrent().Add(actor); + + application.Render(); + application.SendNotification(); + + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + + KeyFrames keyFrames = KeyFrames::New(); + keyFrames.Add( 0.0f, Vector2( 0.0f, 5.0f ) ); + keyFrames.Add( 0.2f, Vector2( 30.0f, 25.0f ) ); + keyFrames.Add( 0.4f, Vector2( 40.0f, 35.0f ) ); + keyFrames.Add( 0.6f, Vector2( 50.0f, 45.0f ) ); + keyFrames.Add( 0.8f, Vector2( 60.0f, 55.0f ) ); + keyFrames.Add( 1.0f, Vector2( 70.0f, 65.0f ) ); + + animation.AnimateBetween( Property(actor, index ), keyFrames ); + + // Start the animation + animation.Play(); + + // Target value should change to the last key-frame's value straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), Vector2( 70.0f, 65.0f ), TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackP(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); + 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 notification set to 30%" ); + DevelAnimation::SetProgressNotification( animation, 0.3f ); + + application.SendNotification(); + application.Render( ); + + DALI_TEST_EQUALS( 0.3f, DevelAnimation::GetProgressNotification( animation ), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + // Start the animation from 10% progress + animation.SetCurrentProgress( 0.1f ); + animation.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%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*200.0f ); // 40% progress + application.SendNotification(); + tet_infoline( "Animation at 40%" ); + DALI_TEST_EQUALS( 0.4f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*100.0f ); // 50% progress + tet_infoline( "Animation at 50%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*100.0f)/* 60% progress */); + application.SendNotification(); + + tet_infoline( "Animation at 60%" ); + + finishCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION ); + tet_infoline( "Animation at 80%" ); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + tet_infoline( "Animation finished" ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationPlayAfterP(void) +{ + TestApplication application; + + tet_printf("Testing that playing after 2 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 ) ); + + // 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 ); - Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(aa.angle, aa.axis); - application.SendNotification(); - application.Render(0); - Stage::GetCurrent().Add(actor); + // Start the animation + animation.Play(); + application.Render(0); + application.SendNotification(); - Quaternion start(Radian(aa.angle), aa.axis); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION ); + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + // 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 ); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS)); - keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS)); - keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS)); + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ ); - animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames ); + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); - // Start the animation - animation.Play(); + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalReceived(); - Quaternion check(Radian(Degree(60)), Vector3::XAXIS); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + // After all animation finished, arrives at the target. + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, 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 ); + finishCheck.Reset(); + } - 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 ); + END_TEST; +} - 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 ); +int UtcDaliAnimationGetLoopingModeP(void) +{ + TestApplication application; - 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 ); + Animation animation = Animation::New(1.0f); - // We did expect the animation to finish + // default mode + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); - finishCheck.CheckSignalReceived(); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void) +int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void) { TestApplication application; + tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" ); + Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(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 ); - // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + animation.SetDuration(durationSeconds); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS)); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - //Cubic interpolation should be ignored for quaternions - animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic ); + 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(); - // Start the animation animation.Play(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)); application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)+1); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 10% progress application.SendNotification(); - Quaternion check( Radian(Degree(60)), Vector3::ZAXIS ); + 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*/); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION ); + application.SendNotification(); finishCheck.CheckSignalReceived(); + tet_infoline( "Animation finished" ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + END_TEST; } -int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void) +int UtcDaliAnimationMultipleProgressSignalsP(void) { + tet_infoline( "Multiple animations with different progress markers" ); + TestApplication application; Actor actor = Actor::New(); - AngleAxis aa(Degree(90), Vector3::XAXIS); - actor.SetOrientation(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 ); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::XAXIS)); - keyFrames.Add(0.5f, AngleAxis(Degree(120), Vector3::XAXIS)); - keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS)); + //Set duration + float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); - //Cubic interpolation should be ignored for quaternions - animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic ); + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); - // Start the animation - animation.Play(); + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - Quaternion check(Radian(Degree(60)), Vector3::XAXIS); - DALI_TEST_EQUALS( actor.GetCurrentOrientation(), 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 ); + 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); - 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 ); + tet_infoline( "AnimationAlpha Progress notification set to 30%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); - 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 ); + tet_infoline( "AnimationBeta Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animationBeta, 0.5f ); - 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 ); + application.Render( ); - // We did expect the animation to finish + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); - finishCheck.CheckSignalReceived(); - END_TEST; -} + // Start the animations from 10% progress + animationAlpha.SetCurrentProgress( 0.1f ); + animationBeta.SetCurrentProgress( 0.1f ); + animationAlpha.Play(); + animationBeta.Play(); -int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) -{ - TestApplication application; + tet_infoline( "Animation Playing from 10%" ); - float startValue(1.0f); - Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); - Stage::GetCurrent().Add(actor); + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 20% progress - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + tet_infoline( "Animation at 20% - No signals to be received" ); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + 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 ); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR ); + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); - // Start the animation - animation.Play(); + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + application.Render(durationSeconds*100.0f ); // 50% progress + tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" ); application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + application.Render(static_cast(durationSeconds*100.0f)/* 60% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + tet_infoline( "Animation at 60%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + 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" ); - finishCheck.CheckSignalReceived(); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) +int UtcDaliAnimationMultipleProgressSignalsP2(void) { + tet_infoline( "Multiple animations with different progress markers and big step time" ); + TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + //Set duration + const float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic ); + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); - // Start the animation - animation.Play(); + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + 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); - application.Render(static_cast(durationSeconds*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + 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.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + application.Render( ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + 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( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); - // We did expect the animation to finish + tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." ); - finishCheck.CheckSignalReceived(); - END_TEST; -} + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); -int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) -{ - TestApplication application; + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); - float startValue(1.0f); - Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); - Stage::GetCurrent().Add(actor); + 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 ); - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); - // Build the animation - float durationSeconds(1.0f); - float delay = 0.5f; - Animation animation = Animation::New(durationSeconds); + 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(); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ) ); + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalReceived(); - // Start the animation - animation.Play(); + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); - - application.Render(static_cast(delay*1000.0f)/* 0% progress */); + application.Render(durationSeconds*980.0f ); // 100% progress application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); - - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); + tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" ); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + animationAlpha.SetLooping( false ); + animationBeta.SetLooping( false ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); - - application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + application.Render(static_cast(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish + tet_infoline( "Animation finished" ); - finishCheck.CheckSignalReceived(); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) +int UtcDaliAnimationProgressSignalWithPlayAfterP(void) { + tet_infoline( "Multiple animations with different progress markers" ); + TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration float durationSeconds(1.0f); - float delay = 0.5f; - Animation animation = Animation::New(durationSeconds); + float delaySeconds(0.5f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic ); + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); - // Start the animation - animation.Play(); + 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 ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations from 10% progress + animationAlpha.PlayAfter(delaySeconds); + animationBeta.PlayAfter(delaySeconds); - application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); + 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.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + 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 ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); + 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(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); + 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( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); - application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); + 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(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + 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" ); - finishCheck.CheckSignalReceived(); END_TEST; } -int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationProgressCallbackWithLoopingP(void) { TestApplication application; - float startValue(1.0f); - float delay = 0.5f; Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); + Animation animation = Animation::New(0.0f); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ) ); + // Set Looping Count + const int loopCount( 4 ); + animation.SetLoopCount( loopCount ); - // Start the animation - animation.Play(); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + AnimationFinishCheck finishCheck(finishedSignalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(static_cast(delay*1000.0f)/* 0% progress */); + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.5f, 0.01f, TEST_LOCATION ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + tet_infoline( "Animation Progress notification set to 50% with looping count 4" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.80f, 0.01f, TEST_LOCATION ); + application.Render( ); - application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + progressCheck.CheckSignalNotReceived(); - // We did expect the animation to finish + 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(0u); + application.SendNotification(); finishCheck.CheckSignalReceived(); + END_TEST; } -int P(void) +int UtcDaliAnimationProgressCallbackWithLoopingP2(void) { TestApplication application; - float startValue(1.0f); Actor actor = Actor::New(); - actor.SetColor(Vector4(startValue, startValue, startValue, startValue)); Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetCurrentColor().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 ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - // Build the animation - float durationSeconds(1.0f); - float delay = 0.5f; - Animation animation = Animation::New(durationSeconds); + Animation animation = Animation::New(0.0f); - KeyFrames keyFrames = KeyFrames::New(); - keyFrames.Add(0.0f, Vector4(0.1f, 0.2f, 0.3f, 0.4f)); - keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f)); - keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f)); + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic ); + // Set Looping Unlmited + animation.SetLooping( true ); - // Start the animation - animation.Play(); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + AnimationFinishCheck finishCheck(finishedSignalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(static_cast(delay*1000.0f)/* 0% progress */); + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4f, 0.01f, TEST_LOCATION ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 25% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.4875f, 0.01f, TEST_LOCATION ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 50% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.6f, 0.01f, TEST_LOCATION ); + tet_infoline( "Animation Progress notification set to 50% with unlimited looping" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); - application.Render(static_cast((durationSeconds - delay)*250.0f)/* 75% progress */); application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 0.7875f, 0.01f, TEST_LOCATION ); + application.Render( ); - application.Render(static_cast((durationSeconds - delay)*250.0f)+1/* 100% progress */); - application.SendNotification(); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_RED), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), 1.0f, 0.01f, TEST_LOCATION ); + progressCheck.CheckSignalNotReceived(); - // We did expect the animation to finish + 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(); + END_TEST; } -int UtcDaliAnimationAnimateP(void) +int UtcDaliAnimationProgressCallbackNegativeSpeed(void) { TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - //Build the path - Vector3 position0( 30.0, 80.0, 0.0); - Vector3 position1( 70.0, 120.0, 0.0); - Vector3 position2( 100.0, 100.0, 0.0); - - Dali::Path path = Dali::Path::New(); - path.AddPoint(position0); - path.AddPoint(position1); - path.AddPoint(position2); + // Build the animation + Animation animation = Animation::New(0.0f); - //Control points for first segment - path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); - path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - //Control points for second segment - path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); - path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + //Set speed negative + animation.SetSpeedFactor( -1.0f ); - // Build the animation - float durationSeconds( 1.0f ); - Animation animation = Animation::New(durationSeconds); - animation.Animate(actor, path, Vector3::XAXIS); + // Set Looping Unlmited + animation.SetLooping( true ); - // Start the animation - animation.Play(); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); + AnimationFinishCheck finishCheck(finishedSignalReceived); animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - Vector3 position, tangent; - 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 ); - application.Render(static_cast(durationSeconds*250.0f)/* 25% progress */); + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); 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 ); - 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 ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - 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 ); + tet_infoline( "Animation Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); - 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 ); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + 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(); - finishCheck.CheckSignalReceived(); - END_TEST; -} + animation.Stop(); + animation.SetLooping( false ); + animation.SetLoopCount( 4 ); + animation.Play(); + application.Render(0u); + application.SendNotification(); -int UtcDaliAnimationAnimateAlphaFunctionP(void) -{ - TestApplication application; + for(int count = 0; count < 4; count++) + { + application.SendNotification(); + application.Render(0); // start animation + progressCheck.CheckSignalNotReceived(); - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); - //Build the path - Vector3 position0( 30.0, 80.0, 0.0); - Vector3 position1( 70.0, 120.0, 0.0); - Vector3 position2( 100.0, 100.0, 0.0); + tet_infoline( "Animation at 25%" ); - Dali::Path path = Dali::Path::New(); - path.AddPoint(position0); - path.AddPoint(position1); - path.AddPoint(position2); + progressCheck.CheckSignalNotReceived(); - //Control points for first segment - path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); - path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + 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 ); - //Control points for second segment - path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); - path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + progressCheck.CheckSignalReceived(); - // Build the animation - float durationSeconds( 1.0f ); - Animation animation = Animation::New(durationSeconds); - animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR); + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); - // Start the animation - animation.Play(); + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - Vector3 position, tangent; - 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( 0.25f, animation.GetCurrentProgress(), 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 ); + progressCheck.CheckSignalNotReceived(); - 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 ); + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + //Nothing check at 100% progress. cause It can be both 100% and 0%. + application.SendNotification(); + } + application.Render(10u); 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 ); - - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + application.Render(0u); 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 ); finishCheck.CheckSignalReceived(); + END_TEST; } -int UtcDaliAnimationAnimateTimePeriodP(void) +int UtcDaliAnimationProgressCallbackInvalidSignalN(void) { TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - //Build the path - Vector3 position0( 30.0, 80.0, 0.0); - Vector3 position1( 70.0, 120.0, 0.0); - Vector3 position2( 100.0, 100.0, 0.0); + // Build the animation + Animation animation = Animation::New(0.0f); - Dali::Path path = Dali::Path::New(); - path.AddPoint(position0); - path.AddPoint(position1); - path.AddPoint(position2); + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); - //Control points for first segment - path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); - path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - //Control points for second segment - path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); - path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // Build the animation - float durationSeconds( 1.0f ); - Animation animation = Animation::New(durationSeconds); - animation.Animate(actor, path, Vector3::XAXIS, TimePeriod(0.0f, 1.0f)); + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); - // Start the animation - animation.Play(); + 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 ) ); + + tet_infoline( "Animation Progress notification set to >90% that never can notificated" ); + DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - Vector3 position, tangent; - 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 ); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); - 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 ); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 35% progress + DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 35%" ); + + progressCheck.CheckSignalNotReceived(); - 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 ); + application.Render(durationSeconds*0.25*1000.0f ); // 60% progress + application.SendNotification(); + DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)/* 75% progress */); + tet_infoline( "Animation at 60%" ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 85% progress + tet_infoline( "Animation at 85%" ); 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( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 90% progress + tet_infoline( "Animation over 90%" ); 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 ); - finishCheck.CheckSignalReceived(); + // progress never signaled because playrange is 90% + progressCheck.CheckSignalNotReceived(); + END_TEST; } -int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void) +int UtcDaliAnimationProgressCallbackLongDurationP(void) { TestApplication application; Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); - //Build the path - Vector3 position0( 30.0, 80.0, 0.0); - Vector3 position1( 70.0, 120.0, 0.0); - Vector3 position2( 100.0, 100.0, 0.0); + // Build the animation + Animation animation = Animation::New(0.0f); - Dali::Path path = Dali::Path::New(); - path.AddPoint(position0); - path.AddPoint(position1); - path.AddPoint(position2); + //Set duration + float durationSeconds(5.0f); + animation.SetDuration(durationSeconds); - //Control points for first segment - path.AddControlPoint( Vector3( 39.0, 90.0, 0.0) ); - path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) ); + bool finishedSignalReceived(false); + bool progressSignalReceived(false); - //Control points for second segment - path.AddControlPoint(Vector3( 78.0, 120.0, 0.0)); - path.AddControlPoint(Vector3( 93.0, 104.0, 0.0)); + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); - // Build the animation - float durationSeconds( 1.0f ); - Animation animation = Animation::New(durationSeconds); - animation.Animate(actor, path, Vector3::XAXIS, AlphaFunction::LINEAR, TimePeriod(0.0f, 1.0f)); + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); - // Start the animation - animation.Play(); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(0); - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - Vector3 position, tangent; - 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 ); + tet_infoline( "Animation Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); - 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 ); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); - 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 ); + 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.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 ); + 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 ); - application.Render(static_cast(durationSeconds*250.0f)+1/* 100% progress */); + 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(); - 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 ); - finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + END_TEST; } -int UtcDaliAnimationShowP(void) +int UtcDaliAnimationAnimateByInvalidParameters(void) { TestApplication application; Actor actor = Actor::New(); - actor.SetVisible(false); - application.SendNotification(); - application.Render(0); - DALI_TEST_CHECK( !actor.IsVisible() ); Stage::GetCurrent().Add(actor); - // Start the animation - float durationSeconds(10.0f); - Animation animation = Animation::New(durationSeconds); - animation.Show(actor, durationSeconds*0.5f); - animation.Play(); + // Create the animation + Animation animation = Animation::New(1.0f); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + DALI_TEST_ASSERTION( + { + // non animateable property (STRING) + animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) ); + }, "Property type is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*490.0f)); + 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" ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + // AnimateBy + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() ); + }, "Target value is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f)/*Should be shown now*/); + DALI_TEST_ASSERTION( + { + // non animateable target (STRING) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") ); + }, "Target value is not animatable" ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + 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" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + 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" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); END_TEST; } -int UtcDaliAnimationHideP(void) +int UtcDaliAnimationAnimateToInvalidParameters(void) { TestApplication application; Actor actor = Actor::New(); - DALI_TEST_CHECK( actor.IsVisible() ); Stage::GetCurrent().Add(actor); - // Start the animation - float durationSeconds(10.0f); - Animation animation = Animation::New(durationSeconds); - animation.Hide(actor, durationSeconds*0.5f); - animation.Play(); + // Create the animation + Animation animation = Animation::New(1.0f); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // 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" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*490.0f)); + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() ); + }, "Property type is not animatable" ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); + DALI_TEST_ASSERTION( + { + // non animateable target (ARRAY) + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) ); + }, "Target value is not animatable" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*10.0f)/*Should be hidden now*/); + DALI_TEST_ASSERTION( + { + // non animateable target (RECTANGLE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect() ) ); + }, "Target value is not animatable" ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + 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" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + DALI_TEST_ASSERTION( + { + // negative duration + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) ); + }, "Duration must be >=0" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); END_TEST; } -int UtcDaliAnimationShowHideAtEndP(void) +int UtcDaliAnimationAnimateBetweenInvalidParameters(void) { - // Test that show/hide delay can be the same as animation duration - // i.e. to show/hide at the end of the animation - TestApplication application; Actor actor = Actor::New(); - DALI_TEST_CHECK( actor.IsVisible() ); Stage::GetCurrent().Add(actor); - // Start Hide animation - float durationSeconds(10.0f); - Animation animation = Animation::New(durationSeconds); - animation.Hide(actor, durationSeconds/*Hide at end*/); - animation.Play(); + // Create the animation + Animation animation = Animation::New(1.0f); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + // 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" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); + 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" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( !actor.IsVisible() ); + 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" ); - // Start Show animation - animation = Animation::New(durationSeconds); - animation.Show(actor, durationSeconds/*Show at end*/); - animation.FinishedSignal().Connect(&application, finishCheck); - animation.Play(); + 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" ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/); + 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" ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( actor.IsVisible() ); END_TEST; } -int UtcDaliKeyFramesCreateDestroyP(void) +namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases { - tet_infoline("Testing Dali::Animation::UtcDaliKeyFramesCreateDestroy()"); - - KeyFrames* keyFrames = new KeyFrames; - delete keyFrames; - DALI_TEST_CHECK( true ); - END_TEST; -} +enum TestFunction +{ + STOP, + CLEAR +}; -int UtcDaliKeyFramesDownCastP(void) +void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName ) { - TestApplication application; - tet_infoline("Testing Dali::Animation::KeyFramesDownCast()"); + tet_printf( "Testing %s\n", testName ); - KeyFrames keyFrames = KeyFrames::New(); - BaseHandle object(keyFrames); + // 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 - KeyFrames keyFrames2 = KeyFrames::DownCast(object); - DALI_TEST_CHECK(keyFrames2); + 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 ); - KeyFrames keyFrames3 = DownCast< KeyFrames >(object); - DALI_TEST_CHECK(keyFrames3); + struct ExpectedValue + { + Animation::EndAction endAction; + Vector3 expectedGetPropertyValue; + }; - BaseHandle unInitializedObject; - KeyFrames keyFrames4 = KeyFrames::DownCast(unInitializedObject); - DALI_TEST_CHECK(!keyFrames4); + 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 ); - KeyFrames keyFrames5 = DownCast< KeyFrames >(unInitializedObject); - DALI_TEST_CHECK(!keyFrames5); - END_TEST; + 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 UtcDaliAnimationCreateDestroyP(void) +int UtcDaliAnimationStopPropertyValue(void) { - TestApplication application; - Animation* animation = new Animation; - DALI_TEST_CHECK( animation ); - delete animation; + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" ); END_TEST; } -struct UpdateManagerTestConstraint +int UtcDaliAnimationClearPropertyValue(void) { - UpdateManagerTestConstraint(TestApplication& application) - : mApplication(application) - { - } - - void operator()( Vector3& current, const PropertyInputContainer& /* inputs */) - { - mApplication.SendNotification(); // Process events - } - - TestApplication& mApplication; -}; + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" ); + END_TEST; +} -int UtcDaliAnimationUpdateManagerP(void) +int UtcDaliAnimationPausePropertyValue(void) { - TestApplication application; + 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 ); - Actor actor = Actor::New(); - Stage::GetCurrent().Add( actor ); - - // Build the animation - Animation animation = Animation::New( 0.0f ); + 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; - bool signalReceived = false; - AnimationFinishCheck finishCheck( signalReceived ); - animation.FinishedSignal().Connect( &application, finishCheck ); + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); - Vector3 startValue(1.0f, 1.0f, 1.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Constraint constraint = Constraint::New( actor, index, UpdateManagerTestConstraint( application ) ); - constraint.Apply(); + // Build the animation + Animation animation = Animation::New( durationSeconds ); + animation.SetEndAction( endActions[ i ] ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); - // Apply animation to actor - animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 100.f, 90.f, 80.f ), AlphaFunction::LINEAR ); + // Start the animation + animation.Play(); - animation.Play(); + application.SendNotification(); + application.Render( halfAnimationDuration ); - application.SendNotification(); - application.UpdateOnly( 16 ); + // Puase the animation early + animation.Pause(); - finishCheck.CheckSignalNotReceived(); + // 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 ); - application.SendNotification(); // Process events + // After one frame, both values should match regardless of the End Action + application.SendNotification(); + application.Render(); - finishCheck.CheckSignalReceived(); + 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 UtcDaliAnimationSignalOrderP(void) +int UtcDaliAnimationPlayFromWithLoopCount(void) { TestApplication application; - Actor actor = Actor::New(); + auto actor = Actor::New(); Stage::GetCurrent().Add( actor ); - // Build the animations - Animation animation1 = Animation::New( 0.0f ); // finishes first frame - Animation animation2 = Animation::New( 0.02f ); // finishes in 20 ms - - bool signal1Received = false; - animation1.FinishedSignal().Connect( &application, AnimationFinishCheck( signal1Received ) ); - - bool signal2Received = false; - animation2.FinishedSignal().Connect( &application, AnimationFinishCheck( signal2Received ) ); + auto animation = Animation::New( 1.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f ); + animation.SetLoopCount( 2 ); + animation.Play(); - // Apply animations to actor - animation1.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( 3.0f, 2.0f, 1.0f ), AlphaFunction::LINEAR ); - animation1.Play(); - animation2.AnimateTo( Property(actor, Actor::Property::SIZE ), Vector3( 10.0f, 20.0f, 30.0f ), AlphaFunction::LINEAR ); - animation2.Play(); + application.SendNotification(); + application.Render( 1001 ); - DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); - DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); + // One loop completed + application.Render( 2005 ); application.SendNotification(); - application.UpdateOnly( 10 ); // 10ms progress - // no notifications yet - DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); - DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); + // 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 ); - // first completed - DALI_TEST_EQUALS( signal1Received, true, TEST_LOCATION ); - DALI_TEST_EQUALS( signal2Received, false, TEST_LOCATION ); - signal1Received = false; - - // 1st animation is complete now, do another update with no ProcessEvents in between - application.UpdateOnly( 20 ); // 20ms progress + // Stop the animation and use PlayFrom, previously we got an Assert here + animation.Stop(); + animation.PlayFrom( 0.5f ); - // ProcessEvents application.SendNotification(); + application.Render( 1000 ); - // 2nd should complete now - DALI_TEST_EQUALS( signal1Received, false, TEST_LOCATION ); - DALI_TEST_EQUALS( signal2Received, true, TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationExtendDurationP(void) +int UtcDaliAnimationCombineToAndByWithStop(void) { - TestApplication application; - - Actor actor = Actor::New(); - - // Register a float property - float startValue(10.0f); - Property::Index index = actor.RegisterProperty( "testProperty", startValue ); - Stage::GetCurrent().Add(actor); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - - // Build the animation - float initialDurationSeconds(1.0f); - float animatorDelay = 5.0f; - float animatorDurationSeconds(5.0f); - float extendedDurationSeconds(animatorDelay+animatorDurationSeconds); - Animation animation = Animation::New(initialDurationSeconds); - float targetValue(30.0f); - float relativeValue(targetValue - startValue); + tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy"); - animation.AnimateTo(Property(actor, index), - targetValue, - TimePeriod(animatorDelay, animatorDurationSeconds)); + TestApplication application; - // The duration should have been extended - DALI_TEST_EQUALS( animation.GetDuration(), extendedDurationSeconds, TEST_LOCATION ); + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); - // Start the animation + 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(); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); - application.SendNotification(); - application.Render(static_cast(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); + application.Render( 500 ); - // We didn't expect the animation to finish yet application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + application.Render( 500 ); application.SendNotification(); - application.Render(static_cast(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); + application.Render( 500 ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue+(relativeValue*0.5f), TEST_LOCATION ); + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); - application.SendNotification(); - application.Render(static_cast(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/); + // 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 ); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), targetValue, TEST_LOCATION ); END_TEST; } -int UtcDaliAnimationCustomIntProperty(void) +int UtcDaliAnimationCountAndGetAnimationAt(void) { + tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt"); + TestApplication application; - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); - int startValue(0u); + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); - Property::Index index = actor.RegisterProperty("anIndex", startValue); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + 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(); - // Build the animation - float durationSeconds(1.0f); - Animation animation = Animation::New(durationSeconds); - animation.AnimateTo( Property(actor, index), 20 ); + application.SendNotification(); + application.Render( 500 ); - // Start the animation - animation.Play(); + uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount(); + DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION ); - bool signalReceived(false); - AnimationFinishCheck finishCheck(signalReceived); - animation.FinishedSignal().Connect(&application, finishCheck); + DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f)/* 50% progress */); + Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 ); + DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION ); - // We didn't expect the animation to finish yet - application.SendNotification(); - finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), 10, 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 ); - application.SendNotification(); - application.Render(static_cast(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/); + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); - // We did expect the animation to finish - application.SendNotification(); - finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), 20, TEST_LOCATION ); END_TEST; } -