X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Animation.cpp;h=f3c1d94333c2060ce6615e1435f4b047c99dfe46;hb=refs%2Fheads%2Faccepted%2Ftizen_5.5_unified_wearable_hotfix;hp=980c108142d47881751f741469b922cadbc2b614;hpb=f69222d4812124d8788917283a41dac859b309cc;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 980c108..f3c1d94 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -21,8 +21,8 @@ #include #include #include -#include #include +#include using std::max; using namespace Dali; @@ -42,6 +42,7 @@ namespace static const float ROTATION_EPSILON = 0.0001f; static const float VECTOR4_EPSILON = 0.0001f; +static const float VECTOR3_EPSILON = 0.0001f; // Functor to test whether a Finish signal is emitted struct AnimationFinishCheck @@ -90,6 +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) @@ -766,7 +816,7 @@ int UtcDaliAnimationIsLoopingP(void) END_TEST; } -int UtcDaliAnimationSetEndActioN(void) +int UtcDaliAnimationSetEndActionN(void) { TestApplication application; @@ -2024,7 +2074,7 @@ int UtcDaliAnimationPlayP(void) END_TEST; } -int UtcDaliAnimationPlayOffStageP(void) +int UtcDaliAnimationPlayOffStageDiscardP(void) { // Test that an animation can be played, when the actor is off-stage. // When the actor is added to the stage, it should appear at the current position @@ -2035,7 +2085,7 @@ int UtcDaliAnimationPlayOffStageP(void) Actor actor = Actor::New(); Vector3 basePosition(Vector3::ZERO); DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); - // Not added to the stage! + // Not added to the stage yet! // Build the animation float durationSeconds(1.0f); @@ -2057,7 +2107,99 @@ int UtcDaliAnimationPlayOffStageP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); + + // Add to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + + // Remove from the stage + Stage::GetCurrent().Remove(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION ); + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + + // Add to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(80,80,80), TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + + + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPlayOffStageBakeFinalP(void) +{ + // Test that an animation can be played, when the actor is off-stage. + // When the actor is added to the stage, it should appear at the current position + // i.e. where it would have been anyway, if on-stage from the beginning. + + TestApplication application; + + Actor actor = Actor::New(); + Vector3 basePosition(Vector3::ZERO); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); + // Not added to the stage! + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); @@ -2068,8 +2210,7 @@ int UtcDaliAnimationPlayOffStageP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); // Remove from the stage Stage::GetCurrent().Remove(actor); @@ -2080,19 +2221,123 @@ int UtcDaliAnimationPlayOffStageP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final*/, TEST_LOCATION ); + + // Add to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition /*bake final removed the */, TEST_LOCATION ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + + // We did expect the animation to finish + application.SendNotification(); + finishCheck.CheckSignalReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + + application.Render(0); + DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationPlayOffStageBakeP(void) +{ + // Test that an animation can be played, when the actor is off-stage. + // When the actor is added to the stage, it should appear at the current position + // i.e. where it would have been anyway, if on-stage from the beginning. + + TestApplication application; + + Actor actor = Actor::New(); + Vector3 basePosition(Vector3::ZERO); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION ); + // Not added to the stage! + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + animation.SetDisconnectAction( Animation::Bake ); + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + // Start the animation + animation.Play(); + + bool signalReceived(false); + AnimationFinishCheck finishCheck(signalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 20% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(20,20,20), TEST_LOCATION ); // Add to the stage Stage::GetCurrent().Add(actor); application.SendNotification(); + application.Render(static_cast(durationSeconds*200.0f)/* 40% progress */); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION ); + + // Remove from the stage + Stage::GetCurrent().Remove(actor); // baked here + + application.SendNotification(); + // this render is a no-op in this case as animator is disabled while off stage + application.Render(static_cast(durationSeconds*200.0f)/* 60% progress */); + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(40,40,40) /*baked value*/, TEST_LOCATION ); + + // Add back to the stage + Stage::GetCurrent().Add(actor); + + application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + + // Remove from the stage + Stage::GetCurrent().Remove(actor); // baked here + + application.SendNotification(); + // this render is a no-op in this case as animator is disabled while off stage + application.Render(static_cast(durationSeconds*200.0f)/* 100% progress */); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + application.Render(static_cast(0.0f) ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) /*baked value*/, TEST_LOCATION ); + + // Add back to the stage + Stage::GetCurrent().Add(actor); // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f); - DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(88,88,88) , TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); @@ -2105,6 +2350,7 @@ int UtcDaliAnimationPlayOffStageP(void) // 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; @@ -2363,6 +2609,8 @@ int UtcDaliAnimationPlayFromP(void) Actor actor = Actor::New(); Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + // Build the animation float durationSeconds(1.0f); Animation animation = Animation::New(durationSeconds); @@ -2372,6 +2620,9 @@ int UtcDaliAnimationPlayFromP(void) // Start the animation from 40% progress animation.PlayFrom( 0.4f ); + // 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); @@ -2794,7 +3045,7 @@ int UtcDaliAnimationAnimateByBooleanP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -2806,6 +3057,9 @@ int UtcDaliAnimationAnimateByBooleanP(void) // 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); @@ -2816,7 +3070,7 @@ int UtcDaliAnimationAnimateByBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2824,13 +3078,13 @@ int UtcDaliAnimationAnimateByBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Repeat with relative value "false" - this should be an NOOP animation = Animation::New(durationSeconds); @@ -2849,7 +3103,7 @@ int UtcDaliAnimationAnimateByBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2857,13 +3111,13 @@ int UtcDaliAnimationAnimateByBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -2878,7 +3132,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -2900,7 +3154,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2908,13 +3162,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); // Repeat with relative value "false" - this should be an NOOP animation = Animation::New(durationSeconds); @@ -2933,7 +3187,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -2941,7 +3195,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -2956,7 +3210,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -2981,7 +3235,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -2991,7 +3245,7 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -2999,13 +3253,13 @@ int UtcDaliAnimationAnimateByBooleanTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -3020,7 +3274,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -3046,7 +3300,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -3056,7 +3310,7 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -3064,13 +3318,13 @@ int UtcDaliAnimationAnimateByBooleanAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -3085,7 +3339,7 @@ int UtcDaliAnimationAnimateByFloatP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -3099,6 +3353,9 @@ int UtcDaliAnimationAnimateByFloatP(void) // 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); @@ -3109,7 +3366,7 @@ int UtcDaliAnimationAnimateByFloatP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -3117,13 +3374,13 @@ int UtcDaliAnimationAnimateByFloatP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3138,7 +3395,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3164,7 +3421,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - float current( DevelHandle::GetCurrentProperty< float >( actor, index ) ); + float current( actor.GetCurrentProperty< float >( index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -3173,13 +3430,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3194,7 +3451,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3219,7 +3476,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 */); @@ -3227,7 +3484,7 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -3235,13 +3492,13 @@ int UtcDaliAnimationAnimateByFloatTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3256,7 +3513,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3282,7 +3539,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 */); @@ -3290,7 +3547,7 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -3298,13 +3555,13 @@ int UtcDaliAnimationAnimateByFloatAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3319,7 +3576,7 @@ int UtcDaliAnimationAnimateByIntegerP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -3333,6 +3590,9 @@ int UtcDaliAnimationAnimateByIntegerP(void) // 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); @@ -3343,7 +3603,7 @@ int UtcDaliAnimationAnimateByIntegerP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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*/); @@ -3351,13 +3611,13 @@ int UtcDaliAnimationAnimateByIntegerP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3372,7 +3632,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3398,7 +3658,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - int current( DevelHandle::GetCurrentProperty< int >( actor, index ) ); + int current( actor.GetCurrentProperty< int >( index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -3407,13 +3667,13 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3428,7 +3688,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3453,7 +3713,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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 */); @@ -3461,7 +3721,7 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+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*/); @@ -3469,13 +3729,13 @@ int UtcDaliAnimationAnimateByIntegerTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3490,7 +3750,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3516,7 +3776,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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 */); @@ -3524,7 +3784,7 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+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*/); @@ -3532,13 +3792,51 @@ int UtcDaliAnimationAnimateByIntegerAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); + END_TEST; +} + +int UtcDaliAnimationAnimateByQuaternionP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + + // 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( 2000 ); // animation complete + + DALI_TEST_CHECK( actor.GetProperty< Quaternion >(index) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< Quaternion >( index ) == finalValue ); + END_TEST; } @@ -3553,7 +3851,7 @@ int UtcDaliAnimationAnimateByVector2P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -3567,6 +3865,9 @@ int UtcDaliAnimationAnimateByVector2P(void) // 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); @@ -3577,7 +3878,7 @@ int UtcDaliAnimationAnimateByVector2P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), 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*/); @@ -3585,13 +3886,13 @@ int UtcDaliAnimationAnimateByVector2P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3606,7 +3907,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3632,7 +3933,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) ); + Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) ); DALI_TEST_CHECK( current.x < ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y < ninetyFivePercentProgress.y ); @@ -3642,13 +3943,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3663,7 +3964,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3688,7 +3989,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3696,7 +3997,7 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + 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*/); @@ -3704,13 +4005,13 @@ int UtcDaliAnimationAnimateByVector2TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3725,7 +4026,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3751,7 +4052,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3759,7 +4060,7 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + 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*/); @@ -3767,13 +4068,13 @@ int UtcDaliAnimationAnimateByVector2AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3788,7 +4089,7 @@ int UtcDaliAnimationAnimateByVector3P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -3802,6 +4103,9 @@ int UtcDaliAnimationAnimateByVector3P(void) // 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); @@ -3812,7 +4116,7 @@ int UtcDaliAnimationAnimateByVector3P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -3820,13 +4124,13 @@ int UtcDaliAnimationAnimateByVector3P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3841,7 +4145,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3867,7 +4171,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current(DevelHandle::GetCurrentProperty< Vector3 >( actor, index )); + 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 ); @@ -3878,13 +4182,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3899,7 +4203,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3924,7 +4228,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3932,7 +4236,7 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), 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*/); @@ -3940,13 +4244,13 @@ int UtcDaliAnimationAnimateByVector3TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -3961,7 +4265,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -3987,7 +4291,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -3995,7 +4299,7 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), 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*/); @@ -4003,13 +4307,13 @@ int UtcDaliAnimationAnimateByVector3AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4024,7 +4328,7 @@ int UtcDaliAnimationAnimateByVector4P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -4038,6 +4342,9 @@ int UtcDaliAnimationAnimateByVector4P(void) // 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); @@ -4048,7 +4355,7 @@ int UtcDaliAnimationAnimateByVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); + 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*/); @@ -4056,13 +4363,13 @@ int UtcDaliAnimationAnimateByVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + 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_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4077,7 +4384,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4103,7 +4410,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) ); + 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 ); @@ -4115,13 +4422,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + 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_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4136,7 +4443,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4161,7 +4468,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4169,7 +4476,7 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4177,13 +4484,13 @@ int UtcDaliAnimationAnimateByVector4TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + 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_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4198,7 +4505,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -4224,7 +4531,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -4232,7 +4539,7 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -4240,13 +4547,13 @@ int UtcDaliAnimationAnimateByVector4AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + 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_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); application.Render(0); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -4274,6 +4581,9 @@ int UtcDaliAnimationAnimateByActorPositionP(void) // 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); @@ -4302,6 +4612,45 @@ int UtcDaliAnimationAnimateByActorPositionP(void) END_TEST; } +int UtcDaliAnimationAnimateByActorPositionComponentsP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + + // Start the animation + animation.Play(); + + // 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + END_TEST; +} + int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void) { TestApplication application; @@ -4489,6 +4838,9 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void) // 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); @@ -4791,6 +5143,9 @@ int UtcDaliAnimationAnimateByActorScaleP(void) // 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); @@ -4880,6 +5235,239 @@ int UtcDaliAnimationAnimateByActorScaleP(void) END_TEST; } +int UtcDaliAnimationAnimateByActorScaleComponentsP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + 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.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); + + // 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByActorColorP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + Vector4 targetColor( 0.5f, 0.75f, 0.8f, 0.1f ); + Vector4 relativeColor( targetColor - Color::WHITE ); + animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor ); + + DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); + + // 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.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByActorColorComponentsP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); + + // 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.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByActorSizeP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + 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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + + // Start the animation + animation.Play(); + + // 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByActorSizeComponentsP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + + // Build the animation + float durationSeconds(1.0f); + Animation animation = Animation::New(durationSeconds); + 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.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + + // Start the animation + animation.Play(); + + // 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 ); + + DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationAnimateByActorVisibilityP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + + actor.SetVisible( false ); + + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.IsVisible(), 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.IsVisible(), false, TEST_LOCATION ); // Not changed yet + + application.SendNotification(); + application.Render( 1000 ); // 1 second progress + + DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION ); + + END_TEST; +} + int UtcDaliAnimationAnimateToBooleanP(void) { TestApplication application; @@ -4891,7 +5479,7 @@ int UtcDaliAnimationAnimateToBooleanP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -4912,7 +5500,7 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4920,13 +5508,13 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); // Repeat with target value "false" animation = Animation::New(durationSeconds); @@ -4945,7 +5533,7 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -4953,13 +5541,13 @@ int UtcDaliAnimationAnimateToBooleanP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -4974,7 +5562,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -4995,7 +5583,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -5003,13 +5591,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); // Repeat with target value "false" animation = Animation::New(durationSeconds); @@ -5028,7 +5616,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == targetValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == targetValue ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -5036,13 +5624,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -5057,7 +5645,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -5081,7 +5669,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -5091,7 +5679,7 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -5099,13 +5687,13 @@ int UtcDaliAnimationAnimateToBooleanTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -5120,7 +5708,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_CHECK( actor.GetProperty(index) == startValue ); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); // Build the animation float durationSeconds(2.0f); @@ -5145,7 +5733,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == startValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == startValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*50.0f) + 1u/*just beyond the animator duration*/); @@ -5155,7 +5743,7 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) finishCheck.CheckSignalNotReceived(); // ...however we should have reached the final value - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.SendNotification(); application.Render(static_cast(animatorDurationSeconds*1000.0f)/*just beyond the animation duration*/); @@ -5163,13 +5751,13 @@ int UtcDaliAnimationAnimateToBooleanAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + 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( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); application.Render(0); - DALI_TEST_CHECK( DevelHandle::GetCurrentProperty< bool >( actor, index ) == finalValue ); + DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( index ) == finalValue ); END_TEST; } @@ -5184,7 +5772,7 @@ int UtcDaliAnimationAnimateToFloatP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -5208,7 +5796,7 @@ int UtcDaliAnimationAnimateToFloatP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -5216,7 +5804,7 @@ int UtcDaliAnimationAnimateToFloatP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5231,7 +5819,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5257,7 +5845,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - float current( DevelHandle::GetCurrentProperty< float >( actor, index ) ); + float current( actor.GetCurrentProperty< float >( index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -5266,7 +5854,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5281,7 +5869,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5306,7 +5894,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 */); @@ -5314,7 +5902,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -5322,7 +5910,7 @@ int UtcDaliAnimationAnimateToFloatTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5337,7 +5925,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5363,7 +5951,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 */); @@ -5371,7 +5959,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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*/); @@ -5379,7 +5967,7 @@ int UtcDaliAnimationAnimateToFloatAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5394,7 +5982,7 @@ int UtcDaliAnimationAnimateToIntegerP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -5418,7 +6006,7 @@ int UtcDaliAnimationAnimateToIntegerP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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*/); @@ -5426,7 +6014,7 @@ int UtcDaliAnimationAnimateToIntegerP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5441,7 +6029,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5467,7 +6055,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - int current( DevelHandle::GetCurrentProperty< int >( actor, index ) ); + int current( actor.GetCurrentProperty< int >( index ) ); DALI_TEST_CHECK( current > ninetyFivePercentProgress ); application.SendNotification(); @@ -5476,7 +6064,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5491,7 +6079,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5516,7 +6104,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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 */); @@ -5524,7 +6112,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+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*/); @@ -5532,7 +6120,7 @@ int UtcDaliAnimationAnimateToIntegerTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5547,7 +6135,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5573,7 +6161,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, 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 */); @@ -5581,7 +6169,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), static_cast(startValue+(relativeValue*0.5f)+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*/); @@ -5589,7 +6177,7 @@ int UtcDaliAnimationAnimateToIntegerAlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5604,7 +6192,7 @@ int UtcDaliAnimationAnimateToVector2P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -5628,7 +6216,7 @@ int UtcDaliAnimationAnimateToVector2P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), 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*/); @@ -5636,7 +6224,7 @@ int UtcDaliAnimationAnimateToVector2P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5651,7 +6239,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5677,7 +6265,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector2 current( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ) ); + Vector2 current( actor.GetCurrentProperty< Vector2 >( index ) ); DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x ); DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y ); @@ -5687,7 +6275,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5702,7 +6290,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5727,7 +6315,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -5735,7 +6323,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + 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*/); @@ -5743,7 +6331,7 @@ int UtcDaliAnimationAnimateToVector2TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5758,7 +6346,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5785,7 +6373,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty( actor, index ), startValue, 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 */); @@ -5793,7 +6381,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + 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*/); @@ -5801,7 +6389,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5817,7 +6405,7 @@ int UtcDaliAnimationAnimateToVector3P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty( index ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -5841,7 +6429,7 @@ int UtcDaliAnimationAnimateToVector3P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), ninetyFivePercentProgress, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/); @@ -5849,7 +6437,7 @@ int UtcDaliAnimationAnimateToVector3P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5864,7 +6452,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5890,7 +6478,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector3 current( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ) ); + 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 ); @@ -5901,7 +6489,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5916,7 +6504,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5941,7 +6529,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -5949,7 +6537,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), 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*/); @@ -5957,7 +6545,7 @@ int UtcDaliAnimationAnimateToVector3TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -5972,7 +6560,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -5998,7 +6586,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -6006,7 +6594,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), 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*/); @@ -6014,7 +6602,7 @@ int UtcDaliAnimationAnimateToVector3AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6029,7 +6617,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6059,7 +6647,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -6067,7 +6655,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), startValue+(relativeValue*0.5f), 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*/); @@ -6075,7 +6663,7 @@ int UtcDaliAnimationAnimateToVector3ComponentP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6090,7 +6678,7 @@ int UtcDaliAnimationAnimateToVector4P(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(2.0f); @@ -6114,7 +6702,7 @@ int UtcDaliAnimationAnimateToVector4P(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), ninetyFivePercentProgress, TEST_LOCATION ); + 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*/); @@ -6122,7 +6710,7 @@ int UtcDaliAnimationAnimateToVector4P(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6137,7 +6725,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6163,7 +6751,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) finishCheck.CheckSignalNotReceived(); // The position should have moved more, than with a linear alpha function - Vector4 current( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ) ); + 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 ); @@ -6175,7 +6763,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6190,7 +6778,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, VECTOR4_EPSILON, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6215,7 +6803,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, VECTOR4_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% animation progress, 50% animator progress */); @@ -6223,7 +6811,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), VECTOR4_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*/); @@ -6231,7 +6819,7 @@ int UtcDaliAnimationAnimateToVector4TimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, VECTOR4_EPSILON, TEST_LOCATION ); END_TEST; } @@ -6246,7 +6834,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); // Build the animation float durationSeconds(1.0f); @@ -6272,7 +6860,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -6280,7 +6868,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), startValue+(relativeValue*0.5f), TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -6288,7 +6876,7 @@ int UtcDaliAnimationAnimateToVector4AlphaFunctionTimePeriodP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6305,19 +6893,15 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void) Animation animation = Animation::New(durationSeconds); Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginXP(void) +int UtcDaliAnimationAnimateToActorParentOriginXN(void) { TestApplication application; @@ -6332,19 +6916,15 @@ int UtcDaliAnimationAnimateToActorParentOriginXP(void) Animation animation = Animation::New(durationSeconds); float targetX(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginYP(void) +int UtcDaliAnimationAnimateToActorParentOriginYN(void) { TestApplication application; @@ -6359,19 +6939,15 @@ int UtcDaliAnimationAnimateToActorParentOriginYP(void) Animation animation = Animation::New(durationSeconds); float targetY(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorParentOriginZP(void) +int UtcDaliAnimationAnimateToActorParentOriginZN(void) { TestApplication application; @@ -6386,19 +6962,15 @@ int UtcDaliAnimationAnimateToActorParentOriginZP(void) Animation animation = Animation::New(durationSeconds); float targetZ(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointP(void) +int UtcDaliAnimationAnimateToActorAnchorPointN(void) { TestApplication application; @@ -6411,19 +6983,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointP(void) Animation animation = Animation::New(durationSeconds); Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointXP(void) +int UtcDaliAnimationAnimateToActorAnchorPointXN(void) { TestApplication application; @@ -6438,19 +7006,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointXP(void) Animation animation = Animation::New(durationSeconds); float targetX(1.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointYP(void) +int UtcDaliAnimationAnimateToActorAnchorPointYN(void) { TestApplication application; @@ -6465,19 +7029,15 @@ int UtcDaliAnimationAnimateToActorAnchorPointYP(void) Animation animation = Animation::New(durationSeconds); float targetY(0.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } -int UtcDaliAnimationAnimateToActorAnchorPointZP(void) +int UtcDaliAnimationAnimateToActorAnchorPointZN(void) { TestApplication application; @@ -6492,15 +7052,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZP(void) Animation animation = Animation::New(durationSeconds); float targetZ(100.0f); - try + DALI_TEST_ASSERTION( { animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ ); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION); - } + }, "Property is not animatable" ); + END_TEST; } @@ -7687,9 +8243,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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); @@ -7717,9 +8273,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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*/); @@ -7728,9 +8284,9 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), targetX, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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; } @@ -7745,9 +8301,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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); @@ -7775,9 +8331,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ), 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*/); @@ -7786,9 +8342,9 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), targetY, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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; } @@ -7803,9 +8359,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_X), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Y), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SCALE_Z), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), startValue, TEST_LOCATION ); + 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); @@ -7833,9 +8389,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION ); + 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*/); @@ -7844,9 +8400,9 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_X ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Y ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION ); + 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; } @@ -7987,10 +8543,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8018,10 +8574,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + 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*/); @@ -8030,10 +8586,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), targetRed, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + 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; } @@ -8049,10 +8605,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8080,10 +8636,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + 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*/); @@ -8092,10 +8648,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); + 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; } @@ -8111,10 +8667,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8142,10 +8698,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ), 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*/); @@ -8154,10 +8710,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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; } @@ -8173,10 +8729,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8205,10 +8761,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), fiftyPercentProgress, TEST_LOCATION ); + 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*/); @@ -8217,10 +8773,10 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION ); + 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; } @@ -8251,7 +8807,7 @@ int UtcDaliAnimationKeyFrames01P(void) END_TEST; } -int UtcDaliAnimationKeyFrames02P(void) +int UtcDaliAnimationKeyFrames02N(void) { TestApplication application; @@ -8267,19 +8823,15 @@ int UtcDaliAnimationKeyFrames02P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(1.9f, false); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames03P(void) +int UtcDaliAnimationKeyFrames03N(void) { TestApplication application; @@ -8295,19 +8847,15 @@ int UtcDaliAnimationKeyFrames03P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames04P(void) +int UtcDaliAnimationKeyFrames04N(void) { TestApplication application; @@ -8323,19 +8871,15 @@ int UtcDaliAnimationKeyFrames04P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames05P(void) +int UtcDaliAnimationKeyFrames05N(void) { TestApplication application; @@ -8351,19 +8895,15 @@ int UtcDaliAnimationKeyFrames05P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, 1.0f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames06P(void) +int UtcDaliAnimationKeyFrames06N(void) { TestApplication application; @@ -8379,19 +8919,15 @@ int UtcDaliAnimationKeyFrames06P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS)); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } -int UtcDaliAnimationKeyFrames07P(void) +int UtcDaliAnimationKeyFrames07N(void) { TestApplication application; @@ -8407,15 +8943,11 @@ int UtcDaliAnimationKeyFrames07P(void) DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION); - try + DALI_TEST_ASSERTION( { keyFrames.Add(0.7f, 1.1f); - } - catch (Dali::DaliException& e) - { - DALI_TEST_PRINT_ASSERT( e ); - DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION); - } + }, "mType == value.GetType()" ); + END_TEST; } @@ -8433,10 +8965,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8455,6 +8987,9 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) // 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); @@ -8466,50 +9001,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void) application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, 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), 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, 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), 0.0f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, 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), 0.8f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -8532,10 +9067,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8565,50 +9100,50 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void) application.Render(static_cast(durationSeconds*100.0f)/* 10% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, 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 ), 0.36f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*200.0f)/* 30% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 40% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, 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 ), 0.0f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*400.0f)/* 80% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)/* 90% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.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.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION ); application.Render(static_cast(durationSeconds*100.0f)+1/* 100% progress */); application.SendNotification(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, 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 ), 0.9f, 0.01f, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION ); // We did expect the animation to finish @@ -8631,10 +9166,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8657,38 +9192,38 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -8710,10 +9245,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -8736,38 +9271,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -8805,6 +9340,9 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void) // Start the animation animation.Play(); + // Final key frame value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -8892,6 +9430,9 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void) // 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); @@ -9098,10 +9639,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -9124,38 +9665,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -9177,10 +9718,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -9203,38 +9744,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void) application.Render(0); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -9256,10 +9797,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -9284,38 +9825,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -9337,10 +9878,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -9365,38 +9906,38 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -9419,10 +9960,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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); @@ -9446,38 +9987,38 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.5f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.5f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.95f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.90f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.80f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -9499,10 +10040,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void) DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_BLUE), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::COLOR_ALPHA), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), startValue, TEST_LOCATION ); + 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 @@ -9528,38 +10069,38 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void) application.Render(static_cast(delay*1000.0f)/* 0% progress */); application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.1f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.2f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.3f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.55f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.525f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.506f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.4875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.9f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.8f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.7f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.6f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 0.99375f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 0.925f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 0.85625f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 0.7875f, 0.01f, TEST_LOCATION ); + 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( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_RED ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_GREEN ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_BLUE ), 1.0f, 0.01f, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::COLOR_ALPHA ), 1.0f, 0.01f, TEST_LOCATION ); + 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 @@ -10177,7 +10718,7 @@ int UtcDaliAnimationExtendDurationP(void) Property::Index index = actor.RegisterProperty( "testProperty", startValue ); Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), startValue, TEST_LOCATION ); // Build the animation float initialDurationSeconds(1.0f); @@ -10209,7 +10750,7 @@ int UtcDaliAnimationExtendDurationP(void) application.SendNotification(); finishCheck.CheckSignalNotReceived(); DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, 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 */); @@ -10217,7 +10758,7 @@ int UtcDaliAnimationExtendDurationP(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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(extendedDurationSeconds*250.0f) + 1u/*just beyond the animation duration*/); @@ -10225,7 +10766,7 @@ int UtcDaliAnimationExtendDurationP(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( index ), targetValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -10239,7 +10780,7 @@ int UtcDaliAnimationCustomIntProperty(void) int startValue(0u); Property::Index index = actor.RegisterProperty("anIndex", startValue); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), startValue, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION ); // Build the animation @@ -10263,7 +10804,7 @@ int UtcDaliAnimationCustomIntProperty(void) // We didn't expect the animation to finish yet application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 10, TEST_LOCATION ); + 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*/); @@ -10271,7 +10812,7 @@ int UtcDaliAnimationCustomIntProperty(void) // We did expect the animation to finish application.SendNotification(); finishCheck.CheckSignalReceived(); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty< int >( index ), 20, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION ); END_TEST; } @@ -10309,19 +10850,14 @@ int UtcDaliAnimationAnimateByNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation Animation animation = Animation::New( 2.0f ); std::string relativeValue = "relative string"; animation.AnimateBy( Property(actor, index), relativeValue ); tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); - } - + }, "Target value is not animatable" ); END_TEST; } @@ -10339,19 +10875,13 @@ int UtcDaliAnimationAnimateToNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation Animation animation = Animation::New( 2.0f ); std::string relativeValue = "relative string"; animation.AnimateTo( Property(actor, index), relativeValue ); - - tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION ); - } + }, "Target value is not animatable" ); END_TEST; } @@ -10368,20 +10898,14 @@ int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void) Stage::GetCurrent().Add(actor); DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); - try + DALI_TEST_ASSERTION( { // Build the animation KeyFrames keyFrames = KeyFrames::New(); keyFrames.Add( 0.0f, std::string("relative string1") ); keyFrames.Add( 1.0f, std::string("relative string2") ); // no need to really create the animation as keyframes do the check - - tet_result(TET_FAIL); - } - catch ( Dali::DaliException& e ) - { - DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION ); - } + }, "Property type is not animatable" ); END_TEST; } @@ -10649,8 +11173,8 @@ int UtcDaliAnimationTimePeriodOrder(void) DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ); ////////////////////////////////////////////////////////////////////////////////// @@ -10669,8 +11193,8 @@ int UtcDaliAnimationTimePeriodOrder(void) application.Render(5000); // After the animation is complete DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, 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 ); ////////////////////////////////////////////////////////////////////////////////// @@ -10684,8 +11208,8 @@ int UtcDaliAnimationTimePeriodOrder(void) application.Render(); DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ); animation = Animation::New( 0.0f ); animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) ); @@ -10700,8 +11224,8 @@ int UtcDaliAnimationTimePeriodOrder(void) application.Render(5000); // After the animation is complete DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, 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; } @@ -10721,8 +11245,8 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) DALI_TEST_EQUALS( actor.GetCurrentPosition(), 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( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ); ////////////////////////////////////////////////////////////////////////////////// @@ -10745,8 +11269,8 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.Render(14000); // After the animation is complete DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, 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 ); ////////////////////////////////////////////////////////////////////////////////// @@ -10761,8 +11285,8 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.Render(); DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, 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 ); animation = Animation::New( 0.0f ); animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) ); @@ -10781,8 +11305,2265 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void) application.Render(14000); // After the animation is complete DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION ); - DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, 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.GetCurrentPosition(), 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move + + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ ); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + } + + 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.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. + + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ ); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION ); + } + + 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move + } + + application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ ); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position. + } + + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ ); + + // We didn't expect the animation to finish yet + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), ( 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.GetCurrentPosition(), 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + 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.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ ); + + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress + + 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.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + // Check that nothing has changed after a couple of buffer swaps + application.Render(0); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), 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.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ ); + + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + 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.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + finishCheck.Reset(); + } + + // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end + { + Actor actor = Actor::New(); + stage.Add( actor ); + + float durationSeconds( 1.0f ); + Animation animation = Animation::New( durationSeconds ); + DALI_TEST_CHECK(1 == animation.GetLoopCount()); + + bool signalReceived( false ); + AnimationFinishCheck finishCheck( signalReceived ); + animation.FinishedSignal().Connect( &application, finishCheck ); + application.SendNotification(); + + // Specify a negative multiplier to play the animation in reverse + animation.SetSpeedFactor( -1.0f ); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + // Start the animation + animation.Play(); + application.Render(0); + application.SendNotification(); + + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 50% time progress */ ); + application.SendNotification(); + finishCheck.CheckSignalNotReceived(); + + // Setting a negative speed factor is to play the animation in reverse. + // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time, + // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition. + DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ ); + + application.SendNotification(); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + application.SendNotification(); + application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ ); + + application.SendNotification(); + application.Render(0); + application.SendNotification(); + finishCheck.CheckSignalReceived(); + + // After all animation finished, arrives at the target. + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + finishCheck.Reset(); + } + + END_TEST; +} + +int UtcDaliAnimationGetLoopingModeP(void) +{ + TestApplication application; + + Animation animation = Animation::New(1.0f); + + // default mode + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::RESTART ); + + animation.SetLoopingMode( Animation::AUTO_REVERSE ); + DALI_TEST_CHECK( animation.GetLoopingMode() == Animation::AUTO_REVERSE ); + + END_TEST; +} + +int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void) +{ + TestApplication application; + + tet_infoline( "Connect to ProgressReachedSignal but do not set a required Progress marker" ); + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck( progressSignalReceived ); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 10% progress + application.SendNotification(); + + tet_infoline( "Ensure after animation has started playing that ProgressReachedSignal not emitted" ); + progressCheck.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/); + + application.SendNotification(); + finishCheck.CheckSignalReceived(); + tet_infoline( "Animation finished" ); + DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationMultipleProgressSignalsP(void) +{ + tet_infoline( "Multiple animations with different progress markers" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 30%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); + + tet_infoline( "AnimationBeta Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animationBeta, 0.5f ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations from 10% progress + animationAlpha.SetCurrentProgress( 0.1f ); + animationBeta.SetCurrentProgress( 0.1f ); + animationAlpha.Play(); + animationBeta.Play(); + + tet_infoline( "Animation Playing from 10%" ); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*100.0f ); // 20% progress + + tet_infoline( "Animation at 20% - No signals to be received" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*200.0f ); // 40% progress + application.SendNotification(); + tet_infoline( "Animation at 40% - Alpha signal should be received" ); + DALI_TEST_EQUALS( 0.4f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(durationSeconds*100.0f ); // 50% progress + tet_infoline( "Animation at 50% - Beta should receive signal, Alpha should not" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.5f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(static_cast(durationSeconds*100.0f)/* 60% progress */); + application.SendNotification(); + + tet_infoline( "Animation at 60%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + tet_infoline( "Animation at 80%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationMultipleProgressSignalsP2(void) +{ + tet_infoline( "Multiple animations with different progress markers and big step time" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 1%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.01f ); + + tet_infoline( "AnimationBeta Progress notification set to 99%" ); + DevelAnimation::SetProgressNotification( animationBeta, 0.99f ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations unlimited looping + animationAlpha.SetLooping( true ); + animationBeta.SetLooping( true ); + animationAlpha.Play(); + animationBeta.Play(); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*20.0f ); // 2% progress + application.SendNotification(); + DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.SendNotification(); + application.Render(durationSeconds*960.0f ); // 98% progress + application.SendNotification(); + tet_infoline( "Animation at 98% - No signal received" ); + DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*40.0f ); // 2% progress + application.SendNotification(); + tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.SendNotification(); + application.Render(durationSeconds*980.0f ); // 100% progress + application.SendNotification(); + tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" ); + application.SendNotification(); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + animationAlpha.SetLooping( false ); + animationBeta.SetLooping( false ); + + application.SendNotification(); + application.Render(static_cast(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/); + application.SendNotification(); + + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationProgressSignalWithPlayAfterP(void) +{ + tet_infoline( "Multiple animations with different progress markers" ); + + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animationAlpha = Animation::New(0.0f); + Animation animationBeta = Animation::New(0.0f); + + //Set duration + float durationSeconds(1.0f); + float delaySeconds(0.5f); + animationAlpha.SetDuration(durationSeconds); + animationBeta.SetDuration(durationSeconds); + + bool progressSignalReceivedAlpha(false); + bool progressSignalReceivedBeta(false); + + AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha"); + AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" ); + + DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha ); + DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "AnimationAlpha Progress notification set to 30%" ); + DevelAnimation::SetProgressNotification( animationAlpha, 0.3f ); + + tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" ); + DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 ); + + application.SendNotification(); + application.Render( ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + // Start the animations from 10% progress + animationAlpha.PlayAfter(delaySeconds); + animationBeta.PlayAfter(delaySeconds); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(delaySeconds * 500.0f ); // 50% wait progress + + tet_infoline( "Delay at 50% - No signals to be received" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(delaySeconds * 500.0f + durationSeconds * 50.0f ); // 100% wait, 5% progress + application.SendNotification(); + tet_infoline( "Delay at 100%, Animation at 5% - Beta signal should be received" ); + DALI_TEST_EQUALS( 0.05f, animationBeta.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckBeta.CheckSignalReceived(); + progressCheckAlpha.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(durationSeconds * 200.0f ); // 25% progress + tet_infoline( "Animation at 25% - No signals to be received" ); + application.SendNotification(); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(durationSeconds * 200.0f ); // 45% progress + tet_infoline( "Animation at 45% - Alpha should receive signal, Beta should not" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.45f, animationAlpha.GetCurrentProgress(), TEST_LOCATION ); + + progressCheckAlpha.CheckSignalReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + tet_infoline( "Progress check reset" ); + progressCheckAlpha.Reset(); + progressCheckBeta.Reset(); + + application.Render(static_cast(durationSeconds*150.0f)/* 60% progress */); + application.SendNotification(); + + tet_infoline( "Animation at 60%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f)/* 80% progress */); + application.SendNotification(); + tet_infoline( "Animation at 80%" ); + + progressCheckAlpha.CheckSignalNotReceived(); + progressCheckBeta.CheckSignalNotReceived(); + + application.Render(static_cast(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/); + // We did expect the animation to finish + tet_infoline( "Animation finished" ); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackWithLoopingP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + // Set Looping Count + const int loopCount( 4 ); + animation.SetLoopCount( loopCount ); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress notification set to 50% with looping count 4" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + for(int count = 0; count < loopCount; count++) + { + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + application.SendNotification(); + } + application.Render(10u); + application.SendNotification(); + application.Render(0u); + application.SendNotification(); + + finishCheck.CheckSignalReceived(); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackWithLoopingP2(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + // Set Looping Unlmited + animation.SetLooping( true ); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress notification set to 50% with unlimited looping" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + 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 UtcDaliAnimationProgressCallbackNegativeSpeed(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + //Set speed negative + animation.SetSpeedFactor( -1.0f ); + + // Set Looping Unlmited + animation.SetLooping( true ); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress notification set to 50%" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + 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(); + + animation.Stop(); + animation.SetLooping( false ); + animation.SetLoopCount( 4 ); + animation.Play(); + application.Render(0u); + application.SendNotification(); + + for(int count = 0; count < 4; count++) + { + application.SendNotification(); + application.Render(0); // start animation + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 25% progress + DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 25%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 50% progress + application.SendNotification(); + tet_infoline( "Animation at 50%" ); + DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalReceived(); + + tet_infoline( "Progress check reset" ); + progressCheck.Reset(); + + application.Render(durationSeconds*0.25*1000.0f ); // 75% progress + tet_infoline( "Animation at 75%" ); + application.SendNotification(); + + DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 100% progress + tet_infoline( "Animation at 100%" ); + application.SendNotification(); + + //Nothing check at 100% progress. cause It can be both 100% and 0%. + application.SendNotification(); + } + application.Render(10u); + application.SendNotification(); + application.Render(0u); + application.SendNotification(); + + finishCheck.CheckSignalReceived(); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackInvalidSignalN(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + const float durationSeconds(1.0f); + animation.SetDuration(durationSeconds); + + bool finishedSignalReceived(false); + bool progressSignalReceived(false); + + AnimationFinishCheck finishCheck(finishedSignalReceived); + animation.FinishedSignal().Connect(&application, finishCheck); + + AnimationProgressCheck progressCheck(progressSignalReceived); + DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck); + application.SendNotification(); + + Vector3 targetPosition(100.0f, 100.0f, 100.0f); + animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR); + + tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" ); + animation.SetPlayRange( Vector2( 0.1f, 0.9f ) ); + + tet_infoline( "Animation Progress notification set to >90% that never can notificated" ); + DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 ); + + application.SendNotification(); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + application.SendNotification(); + application.Render(0); // start animation + application.Render(durationSeconds*0.25*1000.0f ); // 35% progress + DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 35%" ); + + progressCheck.CheckSignalNotReceived(); + + application.SendNotification(); + application.Render(durationSeconds*0.25*1000.0f ); // 60% progress + application.SendNotification(); + DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION ); + + tet_infoline( "Animation at 60%" ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 85% progress + tet_infoline( "Animation at 85%" ); + application.SendNotification(); + DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION ); + + progressCheck.CheckSignalNotReceived(); + + application.Render(durationSeconds*0.25*1000.0f ); // 90% progress + tet_infoline( "Animation over 90%" ); + application.SendNotification(); + + // progress never signaled because playrange is 90% + progressCheck.CheckSignalNotReceived(); + + END_TEST; +} + +int UtcDaliAnimationProgressCallbackLongDurationP(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New(0.0f); + + //Set duration + float durationSeconds(5.0f); + 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 50%" ); + DevelAnimation::SetProgressNotification( animation, 0.5f ); + + application.SendNotification(); + application.Render( ); + + progressCheck.CheckSignalNotReceived(); + + animation.Play(); + + 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(); + + END_TEST; +} + +int UtcDaliAnimationAnimateByInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + DALI_TEST_ASSERTION( + { + // non animateable property (STRING) + animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable property (MATRIX) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE ); + animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) ); + }, "Property type is not animatable" ); + + // AnimateBy + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (STRING) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3, FLOAT) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3.A, VECTOR2) + animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateToInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + // AnimateTo + DALI_TEST_ASSERTION( + { + // non animateable property (MAP) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE ); + animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (ARRAY) + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (RECTANGLE) + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect() ) ); + }, "Target value is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (FLOAT, INT) + animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR3, VECTOR2) + animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +int UtcDaliAnimationAnimateBetweenInvalidParameters(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Create the animation + Animation animation = Animation::New(1.0f); + + // AnimateBetween + DALI_TEST_ASSERTION( + { + // non animateable property (ARRAY) + Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE ); + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) ); + animation.AnimateBetween( Property( actor, index ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (NONE) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value() ); + animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (EXTENTS) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // non animateable target (RECTANGLE) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes ); + }, "Property type is not animatable" ); + + DALI_TEST_ASSERTION( + { + // not mathing properties (VECTOR2, VECTOR4) + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) ); + animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes ); + }, "Property and target types don't match" ); + + DALI_TEST_ASSERTION( + { + // negative duration + KeyFrames keyframes = KeyFrames::New(); + keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) ); + animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) ); + }, "Duration must be >=0" ); + + END_TEST; +} + +namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases +{ +enum TestFunction +{ + STOP, + CLEAR +}; + +void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName ) +{ + tet_printf( "Testing %s\n", testName ); + + // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately + // This test checks that that is being done + + const float durationSeconds( 1.0f ); + unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) ); + const Vector3 originalPosition( Vector3::ZERO ); + const Vector3 targetPosition( 10.0f, 10.0f, 10.0f ); + const Vector3 halfWayToTarget( targetPosition * 0.5f ); + + struct ExpectedValue + { + Animation::EndAction endAction; + Vector3 expectedGetPropertyValue; + }; + + ExpectedValue expectedValueTable[] = + { + { Animation::Bake, halfWayToTarget }, // When baking, the current value is the final value. + { Animation::BakeFinal, targetPosition }, // When BakeFinal, we should jump to the final value when clearing or stopping. + { Animation::Discard, originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping. + }; + const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue ); + + for( auto i = 0u; i < expectedValueTableCount; ++i ) + { + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New( durationSeconds ); + animation.SetEndAction( expectedValueTable[ i ].endAction ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + + // Start the animation + animation.Play(); + + application.SendNotification(); + application.Render( halfAnimationDuration ); + + // Stop or Clear the animation early, both have the same effect + if( functionToTest == TestFunction::STOP ) + { + animation.Stop(); + } + else + { + animation.Clear(); + } + + // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + + // After one frame, both values should match regardless of the End Action + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION ); + } +} +} // unnamed namespace + +int UtcDaliAnimationStopPropertyValue(void) +{ + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" ); + END_TEST; +} + +int UtcDaliAnimationClearPropertyValue(void) +{ + CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" ); + END_TEST; +} + +int UtcDaliAnimationPausePropertyValue(void) +{ + const float durationSeconds( 1.0f ); + unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) ); + const Vector3 originalPosition( Vector3::ZERO ); + const Vector3 targetPosition( 10.0f, 10.0f, 10.0f ); + const Vector3 halfWayToTarget( targetPosition * 0.5f ); + + Animation::EndAction endActions[] = + { + Animation::Bake, + Animation::BakeFinal, + Animation::Discard, + }; + const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] ); + + // For all end actions, when pausing, we stay at the current value + for( auto i = 0u; i < endActionCount; ++i ) + { + TestApplication application; + + Actor actor = Actor::New(); + Stage::GetCurrent().Add(actor); + + // Build the animation + Animation animation = Animation::New( durationSeconds ); + animation.SetEndAction( endActions[ i ] ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR ); + + // Start the animation + animation.Play(); + + application.SendNotification(); + application.Render( halfAnimationDuration ); + + // Puase the animation early + animation.Pause(); + + // The event side property should be set the current value immediately, the update side property will still only be halfway + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + + // After one frame, both values should match regardless of the End Action + application.SendNotification(); + application.Render(); + + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION ); + } + + END_TEST; +} + +int UtcDaliAnimationPlayFromWithLoopCount(void) +{ + TestApplication application; + + auto actor = Actor::New(); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f ); + animation.SetLoopCount( 2 ); + animation.Play(); + + application.SendNotification(); + application.Render( 1001 ); + + // One loop completed + + application.Render( 2005 ); + application.SendNotification(); + + // 2 loops should have completed + DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION ); + + // Another render needs to occur after all the loops end + application.SendNotification(); + application.Render( 1000 ); + + // Stop the animation and use PlayFrom, previously we got an Assert here + animation.Stop(); + animation.PlayFrom( 0.5f ); + + application.SendNotification(); + application.Render( 1000 ); + + DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationCombineToAndByWithStop(void) +{ + tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy"); + + TestApplication application; + + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >(); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) ); + animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render( 500 ); + + application.SendNotification(); + application.Render( 500 ); + + application.SendNotification(); + application.Render( 500 ); + + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); + + // Check the y position, it should be the same as before + DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION ); + + END_TEST; +} + +int UtcDaliAnimationCountAndGetAnimationAt(void) +{ + tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt"); + + TestApplication application; + + auto actor = Actor::New(); + actor.SetPosition( 100.0f, 100.0f ); + Stage::GetCurrent().Add( actor ); + + auto animation = Animation::New( 1.0f ); + const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >(); + animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) ); + animation.Play(); + + application.SendNotification(); + application.Render( 500 ); + + uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount(); + DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION ); + + DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) ); + + Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 ); + DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION ); + + DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION ); + DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION ); + + // Stop and clear the animation using the current values + animation.Stop(); + animation.Clear(); END_TEST; }