X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-TouchProcessing.cpp;h=2f6d2ba8e8aa6ba9c181d6c16453ce92e8cdc381;hb=52aff821ed3dc357937e58e70a83260418a194c2;hp=2fe2760aea660dfe7b9aee0923b2ab77125e634a;hpb=126376d4b3f9c22945b268c461efcacca881d0f9;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/automated-tests/src/dali/utc-Dali-TouchProcessing.cpp b/automated-tests/src/dali/utc-Dali-TouchProcessing.cpp old mode 100644 new mode 100755 index 2fe2760..2f6d2ba --- a/automated-tests/src/dali/utc-Dali-TouchProcessing.cpp +++ b/automated-tests/src/dali/utc-Dali-TouchProcessing.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2019 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -20,8 +20,9 @@ #include #include #include -#include +#include #include +#include using namespace Dali; @@ -117,10 +118,13 @@ struct RemoveActorFunctor : public TouchEventFunctor } }; -Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, Vector2 screenPosition ) +Integration::TouchEvent GenerateSingleTouch( TouchPoint::State state, const Vector2& screenPosition ) { Integration::TouchEvent touchEvent; - touchEvent.points.push_back( TouchPoint ( 0, state, screenPosition.x, screenPosition.y ) ); + Integration::Point point; + point.SetState( static_cast< PointState::Type >( state ) ); + point.SetScreenPosition( screenPosition ); + touchEvent.points.push_back( point ); return touchEvent; } @@ -176,12 +180,15 @@ int UtcDaliTouchNormalProcessing(void) screenCoordinates.x = screenCoordinates.y = 12.0f; actor.ScreenToLocal( localCoordinates.x, localCoordinates.y, screenCoordinates.x, screenCoordinates.y ); application.ProcessEvent( GenerateSingleTouch( TouchPoint::Up, screenCoordinates ) ); - const TouchPoint *point3 = &data.touchEvent.GetPoint(0); + + const TouchPoint *point3ptr = &data.touchEvent.GetPoint(0); + TouchPoint point3( point3ptr->deviceId, point3ptr->state, point3ptr->screen.x, point3ptr->screen.y, point3ptr->local.x, point3ptr->local.y ); + DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); DALI_TEST_EQUALS( 1u, data.touchEvent.GetPointCount(), TEST_LOCATION ); - DALI_TEST_EQUALS( TouchPoint::Up, point3->state, TEST_LOCATION ); - DALI_TEST_EQUALS( screenCoordinates, point3->screen, TEST_LOCATION ); - DALI_TEST_EQUALS( localCoordinates, point3->local, 0.1f, TEST_LOCATION ); + DALI_TEST_EQUALS( TouchPoint::Up, point3.state, TEST_LOCATION ); + DALI_TEST_EQUALS( screenCoordinates, point3.screen, TEST_LOCATION ); + DALI_TEST_EQUALS( localCoordinates, point3.local, 0.1f, TEST_LOCATION ); data.Reset(); // Emit a down signal where the actor is not present @@ -956,12 +963,12 @@ int UtcDaliTouchOffscreenRenderTasks(void) // FrameBufferImage for offscreen RenderTask FrameBufferImage frameBufferImage( FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 ) ); - // Create an image actor to display the FrameBufferImage - ImageActor imageActor ( ImageActor::New( frameBufferImage ) ); - imageActor.SetParentOrigin(ParentOrigin::CENTER); - imageActor.SetSize( stageSize.x, stageSize.y ); - imageActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME - stage.Add( imageActor ); + // Create a renderable actor to display the FrameBufferImage + Actor renderableActor = CreateRenderableActor( frameBufferImage ); + renderableActor.SetParentOrigin(ParentOrigin::CENTER); + renderableActor.SetSize( stageSize.x, stageSize.y ); + renderableActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME + stage.Add( renderableActor ); Actor actor = Actor::New(); actor.SetSize(100.0f, 100.0f); @@ -997,21 +1004,51 @@ int UtcDaliTouchOffscreenRenderTasks(void) END_TEST; } +int UtcDaliTouchRenderTaskWithExclusiveActor(void) +{ + TestApplication application; + auto stage = Stage::GetCurrent(); + auto stageSize( stage.GetSize() ); + + auto actor = CreateRenderableActor(); + actor.SetSize( stageSize.x, stageSize.y ); + stage.Add( actor ); + + auto renderTask = stage.GetRenderTaskList().CreateTask(); + renderTask.SetSourceActor( actor ); + renderTask.SetExclusive( true ); + + // Render and notify + application.SendNotification(); + application.Render(); + + // Connect to actor's touched signal + SignalData data; + TouchEventFunctor functor( data ); + actor.TouchedSignal().Connect( &application, functor ); + + // Emit a down signal + application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) ); + DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); + data.Reset(); + + END_TEST; +} + int UtcDaliTouchMultipleRenderableActors(void) { TestApplication application; Stage stage ( Stage::GetCurrent() ); Vector2 stageSize ( stage.GetSize() ); - ImageActor parent = ImageActor::New(); + Actor parent = CreateRenderableActor(); parent.SetSize(100.0f, 100.0f); parent.SetAnchorPoint(AnchorPoint::TOP_LEFT); stage.Add(parent); - ImageActor actor = ImageActor::New(); + Actor actor = CreateRenderableActor(); actor.SetSize(100.0f, 100.0f); actor.SetAnchorPoint(AnchorPoint::TOP_LEFT); - actor.SetSortModifier( 1.0f ); parent.Add(actor); // Render and notify @@ -1162,42 +1199,6 @@ int UtcDaliTouchActorUnStaged(void) END_TEST; } -int UtcDaliTouchSystemOverlayActor(void) -{ - TestApplication application; - Dali::Integration::Core& core( application.GetCore() ); - Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() ); - systemOverlay.GetOverlayRenderTasks().CreateTask(); - - // Create an actor and add it to the system overlay. - Actor systemActor = Actor::New(); - systemActor.SetSize(100.0f, 100.0f); - systemActor.SetAnchorPoint(AnchorPoint::TOP_LEFT); - systemOverlay.Add( systemActor ); - - // Create an actor and add it to the stage as per normal, same position and size as systemActor - Actor actor = Actor::New(); - actor.SetSize(100.0f, 100.0f); - actor.SetAnchorPoint(AnchorPoint::TOP_LEFT); - Stage::GetCurrent().Add(actor); - - // Connect to the touch signals. - SignalData data; - TouchEventFunctor functor( data ); - systemActor.TouchedSignal().Connect( &application, functor ); - actor.TouchedSignal().Connect( &application, functor ); - - // Render and notify - application.SendNotification(); - application.Render(); - - // Emit a down signal, the system overlay is drawn last so is at the top, should hit the systemActor. - application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) ); - DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); - DALI_TEST_CHECK( systemActor == data.touchedActor ); - END_TEST; -} - int UtcDaliTouchLayerConsumesTouch(void) { TestApplication application; @@ -1295,41 +1296,55 @@ int UtcDaliTouchLeaveActorReadded(void) END_TEST; } -int UtcDaliTouchStencilNonRenderableActor(void) +int UtcDaliTouchClippingActor(void) { TestApplication application; Stage stage = Stage::GetCurrent(); Actor actor = Actor::New(); - actor.SetSize(100.0f, 100.0f); - actor.SetAnchorPoint(AnchorPoint::TOP_LEFT); - stage.Add(actor); + actor.SetSize( 100.0f, 100.0f ); + actor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + stage.Add( actor ); - Actor stencil = Actor::New(); - stencil.SetSize(50.0f, 50.0f); - stencil.SetAnchorPoint(AnchorPoint::TOP_LEFT); - stencil.SetDrawMode( DrawMode::STENCIL ); - stage.Add(stencil); + Actor clippingActor = Actor::New(); + clippingActor.SetSize( 50.0f, 50.0f ); + clippingActor.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + clippingActor.SetProperty( Actor::Property::CLIPPING_MODE, ClippingMode::CLIP_CHILDREN ); + stage.Add( clippingActor ); - // Render and notify + // Add a child to the clipped region. + Actor clippingChild = Actor::New(); + clippingChild.SetSize( 50.0f, 50.0f ); + clippingChild.SetPosition( 25.0f, 25.0f ); + clippingChild.SetAnchorPoint( AnchorPoint::TOP_LEFT ); + clippingActor.Add( clippingChild ); + + // Render and notify. application.SendNotification(); application.Render(); - // Connect to actor's touched signal + // Connect to actor's touched signal. SignalData data; TouchEventFunctor functor( data ); actor.TouchedSignal().Connect( &application, functor ); - // Emit an event within stencil area + // Emit an event within clipped area - no hit. application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 10.0f, 10.0f ) ) ); - DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); + DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION ); data.Reset(); - // Emit an event outside the stencil area but within the actor area, we should have a hit! + // Emit an event outside the clipped area but within the actor area, we should have a hit. application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 60.0f, 60.0f ) ) ); DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); data.Reset(); + clippingChild.TouchedSignal().Connect( &application, functor ); + + // Emit an event inside part of the child which is within the clipped area, we should have a hit. + application.ProcessEvent( GenerateSingleTouch( TouchPoint::Down, Vector2( 30.0f, 30.0f ) ) ); + DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION ); + data.Reset(); + END_TEST; } @@ -1577,3 +1592,41 @@ int UtcDaliTouchInterruptedDifferentConsumer(void) END_TEST; } + +int UtcDaliTouchDataConvert(void) +{ + TestApplication application; + + Actor actor = Actor::New(); + actor.SetSize(100.0f, 100.0f); + actor.SetAnchorPoint(AnchorPoint::TOP_LEFT); + Stage::GetCurrent().Add(actor); + + // Render and notify + application.SendNotification(); + application.Render(); + + // Connect to actor's touch signal + SignalData data; + TouchEventFunctor functor(data); + actor.TouchedSignal().Connect(&application, functor); + + Vector2 screenCoordiantes(10.0f, 10.0f); + Vector2 localCoordinates; + actor.ScreenToLocal(localCoordinates.x, localCoordinates.y, screenCoordiantes.x, screenCoordiantes.y); + + // Emit a down signal + application.ProcessEvent(GenerateSingleTouch(TouchPoint::Down, screenCoordiantes)); + Dali::TouchData touchData = Dali::DevelTouchData::Convert(data.touchEvent); + + DALI_TEST_EQUALS( 1u, touchData.GetPointCount(), TEST_LOCATION ); + DALI_TEST_EQUALS( screenCoordiantes, touchData.GetScreenPosition(0), TEST_LOCATION ); + DALI_TEST_EQUALS( localCoordinates, touchData.GetLocalPosition(0), 0.1f, TEST_LOCATION ); + DALI_TEST_EQUALS( PointState::DOWN, touchData.GetState(0), TEST_LOCATION ); + DALI_TEST_EQUALS( actor, touchData.GetHitActor(0), TEST_LOCATION ); + + data.Reset(); + + END_TEST; + +}