X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali-toolkit%2Futc-Dali-ShaderEffects.cpp;h=7f7caab0a40ae93574c74e0b1a171d40cc4838c1;hb=e483020277e28cd5f93a93cf50119edaac49a9e9;hp=336efb5dba2c25c8ad7ac9b9bfafacdd219fa747;hpb=410125f32fcd135226a2a0a668b2855ea9e17a69;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp index 336efb5..7f7caab 100644 --- a/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp +++ b/automated-tests/src/dali-toolkit/utc-Dali-ShaderEffects.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2017 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 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. @@ -15,10 +15,10 @@ * */ -#include -#include #include #include +#include +#include #include #include @@ -35,87 +35,88 @@ int UtcDaliCreateAlphaDiscardEffect(void) ToolkitTestApplication application; Property::Map effect = Toolkit::CreateAlphaDiscardEffect(); - DALI_TEST_CHECK( !effect.Empty() ); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( !vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(!vertexShaderValue); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(fragmentShaderValue); std::string fragmentShader; - DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); - DALI_TEST_CHECK( !fragmentShader.empty() ); + DALI_TEST_CHECK(fragmentShaderValue->Get(fragmentShader)); + DALI_TEST_CHECK(!fragmentShader.empty()); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( !gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(!gridXValue); - Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); - DALI_TEST_CHECK( !gridYValue ); + Property::Value* gridYValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_Y); + DALI_TEST_CHECK(!gridYValue); - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( !hintsValue ); + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(!hintsValue); END_TEST; } -int UtcDaliCreateDissolveEffect( bool highPrecision ) +int UtcDaliCreateDissolveEffect(bool highPrecision) { ToolkitTestApplication application; - Property::Map effect = Toolkit::CreateDissolveEffect( highPrecision ); - DALI_TEST_CHECK( !effect.Empty() ); + Property::Map effect = Toolkit::CreateDissolveEffect(highPrecision); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(vertexShaderValue); std::string vertexShader; - DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); - DALI_TEST_CHECK( !vertexShader.empty() ); + DALI_TEST_CHECK(vertexShaderValue->Get(vertexShader)); + DALI_TEST_CHECK(!vertexShader.empty()); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(fragmentShaderValue); std::string fragmentShader; - DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); - DALI_TEST_CHECK( !fragmentShader.empty() ); + DALI_TEST_CHECK(fragmentShaderValue->Get(fragmentShader)); + DALI_TEST_CHECK(!fragmentShader.empty()); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(gridXValue); int gridX = 0; - DALI_TEST_CHECK( gridXValue->Get( gridX ) ); - DALI_TEST_CHECK( gridX > 1 ); + DALI_TEST_CHECK(gridXValue->Get(gridX)); + DALI_TEST_CHECK(gridX > 1); - Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); - DALI_TEST_CHECK( gridYValue ); + Property::Value* gridYValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_Y); + DALI_TEST_CHECK(gridYValue); int gridY = 0; - DALI_TEST_CHECK( gridYValue->Get( gridY ) ); - DALI_TEST_CHECK( gridY > 1 ); + DALI_TEST_CHECK(gridYValue->Get(gridY)); + DALI_TEST_CHECK(gridY > 1); - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( hintsValue ); + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(hintsValue); - int hints;; - DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); + int hints; + ; + DALI_TEST_CHECK(hintsValue->Get(hints)); + DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT); Actor actor = Actor::New(); - Toolkit::DissolveEffectSetCentralLine( actor, Vector2::ONE, Vector2::ONE, 0.0f ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uPercentage" ) != Property::INVALID_INDEX ); + Toolkit::DissolveEffectSetCentralLine(actor, Vector2::ONE, Vector2::ONE, 0.0f); + DALI_TEST_CHECK(actor.GetPropertyIndex("uPercentage") != Property::INVALID_INDEX); END_TEST; } @@ -135,33 +136,34 @@ int UtcDaliCreateDissolveEffect(void) ToolkitTestApplication application; Property::Map effect = Toolkit::CreateDistanceFieldEffect(); - DALI_TEST_CHECK( !effect.Empty() ); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( !vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(!vertexShaderValue); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(fragmentShaderValue); std::string fragmentShader; - DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); - DALI_TEST_CHECK( !fragmentShader.empty() ); + DALI_TEST_CHECK(fragmentShaderValue->Get(fragmentShader)); + DALI_TEST_CHECK(!fragmentShader.empty()); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( !gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(!gridXValue); - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( hintsValue ); + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(hintsValue); - int hints;; - DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); + int hints; + ; + DALI_TEST_CHECK(hintsValue->Get(hints)); + DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT); END_TEST; } @@ -171,32 +173,32 @@ int UtcDaliCreateImageRegionEffect(void) ToolkitTestApplication application; Property::Map effect = Toolkit::CreateImageRegionEffect(); - DALI_TEST_CHECK( !effect.Empty() ); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(vertexShaderValue); std::string vertexShader; - DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); - DALI_TEST_CHECK( !vertexShader.empty() ); + DALI_TEST_CHECK(vertexShaderValue->Get(vertexShader)); + DALI_TEST_CHECK(!vertexShader.empty()); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( !fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(!fragmentShaderValue); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( !gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(!gridXValue); - Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); - DALI_TEST_CHECK( !gridYValue ); + Property::Value* gridYValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_Y); + DALI_TEST_CHECK(!gridYValue); - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( !hintsValue ); + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(!hintsValue); END_TEST; } @@ -206,60 +208,61 @@ int UtcDaliCreateMotionBlurEffect(void) ToolkitTestApplication application; Property::Map effect = Toolkit::CreateMotionBlurEffect(); - DALI_TEST_CHECK( !effect.Empty() ); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(vertexShaderValue); std::string vertexShader; - DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); - DALI_TEST_CHECK( !vertexShader.empty() ); + DALI_TEST_CHECK(vertexShaderValue->Get(vertexShader)); + DALI_TEST_CHECK(!vertexShader.empty()); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(fragmentShaderValue); std::string fragmentShader; - DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); - DALI_TEST_CHECK( !fragmentShader.empty() ); + DALI_TEST_CHECK(fragmentShaderValue->Get(fragmentShader)); + DALI_TEST_CHECK(!fragmentShader.empty()); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(gridXValue); int gridX = 0; - DALI_TEST_CHECK( gridXValue->Get( gridX ) ); - DALI_TEST_CHECK( gridX > 1 ); + DALI_TEST_CHECK(gridXValue->Get(gridX)); + DALI_TEST_CHECK(gridX > 1); - Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); - DALI_TEST_CHECK( gridYValue ); + Property::Value* gridYValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_Y); + DALI_TEST_CHECK(gridYValue); int gridY = 0; - DALI_TEST_CHECK( gridYValue->Get( gridY ) ); - DALI_TEST_CHECK( gridY > 1 ); - - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( hintsValue ); - - int hints;; - DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); - - unsigned int sampleCount( 4 ); - Actor actor = Actor::New(); - Toolkit::SetMotionBlurProperties( actor, sampleCount ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uBlurTexCoordScale" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uGeometryStretchFactor" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uSpeedScalingFactor" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeStart" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeEnd" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uAlphaScale" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uNumSamples" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uModelLastFrame" ) != Property::INVALID_INDEX ); + DALI_TEST_CHECK(gridYValue->Get(gridY)); + DALI_TEST_CHECK(gridY > 1); + + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(hintsValue); + + int hints; + ; + DALI_TEST_CHECK(hintsValue->Get(hints)); + DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT); + + unsigned int sampleCount(4); + Actor actor = Actor::New(); + Toolkit::SetMotionBlurProperties(actor, sampleCount); + DALI_TEST_CHECK(actor.GetPropertyIndex("uBlurTexCoordScale") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uGeometryStretchFactor") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uSpeedScalingFactor") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeStart") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeEnd") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uAlphaScale") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uNumSamples") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uModelLastFrame") != Property::INVALID_INDEX); END_TEST; } @@ -269,57 +272,58 @@ int UtcDaliCreateMotionStretchEffect(void) ToolkitTestApplication application; Property::Map effect = Toolkit::CreateMotionStretchEffect(); - DALI_TEST_CHECK( !effect.Empty() ); + DALI_TEST_CHECK(!effect.Empty()); - Property::Value* customShaderValue = effect.Find( Toolkit::Visual::Property::SHADER ); - DALI_TEST_CHECK( customShaderValue ); + Property::Value* customShaderValue = effect.Find(Toolkit::Visual::Property::SHADER); + DALI_TEST_CHECK(customShaderValue); Property::Map customShader; - DALI_TEST_CHECK( customShaderValue->Get( customShader ) ); + DALI_TEST_CHECK(customShaderValue->Get(customShader)); - Property::Value* vertexShaderValue = customShader.Find( Visual::Shader::Property::VERTEX_SHADER ); - DALI_TEST_CHECK( vertexShaderValue ); + Property::Value* vertexShaderValue = customShader.Find(Visual::Shader::Property::VERTEX_SHADER); + DALI_TEST_CHECK(vertexShaderValue); std::string vertexShader; - DALI_TEST_CHECK( vertexShaderValue->Get( vertexShader ) ); - DALI_TEST_CHECK( !vertexShader.empty() ); + DALI_TEST_CHECK(vertexShaderValue->Get(vertexShader)); + DALI_TEST_CHECK(!vertexShader.empty()); - Property::Value* fragmentShaderValue = customShader.Find( Visual::Shader::Property::FRAGMENT_SHADER ); - DALI_TEST_CHECK( fragmentShaderValue ); + Property::Value* fragmentShaderValue = customShader.Find(Visual::Shader::Property::FRAGMENT_SHADER); + DALI_TEST_CHECK(fragmentShaderValue); std::string fragmentShader; - DALI_TEST_CHECK( fragmentShaderValue->Get( fragmentShader ) ); - DALI_TEST_CHECK( !fragmentShader.empty() ); + DALI_TEST_CHECK(fragmentShaderValue->Get(fragmentShader)); + DALI_TEST_CHECK(!fragmentShader.empty()); - Property::Value* gridXValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_X ); - DALI_TEST_CHECK( gridXValue ); + Property::Value* gridXValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_X); + DALI_TEST_CHECK(gridXValue); int gridX = 0; - DALI_TEST_CHECK( gridXValue->Get( gridX ) ); - DALI_TEST_CHECK( gridX > 1 ); + DALI_TEST_CHECK(gridXValue->Get(gridX)); + DALI_TEST_CHECK(gridX > 1); - Property::Value* gridYValue = customShader.Find( Visual::Shader::Property::SUBDIVIDE_GRID_Y ); - DALI_TEST_CHECK( gridYValue ); + Property::Value* gridYValue = customShader.Find(Visual::Shader::Property::SUBDIVIDE_GRID_Y); + DALI_TEST_CHECK(gridYValue); int gridY = 0; - DALI_TEST_CHECK( gridYValue->Get( gridY ) ); - DALI_TEST_CHECK( gridY > 1 ); + DALI_TEST_CHECK(gridYValue->Get(gridY)); + DALI_TEST_CHECK(gridY > 1); - Property::Value* hintsValue = customShader.Find( Visual::Shader::Property::HINTS ); - DALI_TEST_CHECK( hintsValue ); + Property::Value* hintsValue = customShader.Find(Visual::Shader::Property::HINTS); + DALI_TEST_CHECK(hintsValue); - int hints;; - DALI_TEST_CHECK( hintsValue->Get( hints ) ); - DALI_TEST_CHECK( hints == Shader::Hint::OUTPUT_IS_TRANSPARENT ); + int hints; + ; + DALI_TEST_CHECK(hintsValue->Get(hints)); + DALI_TEST_CHECK(hints == Shader::Hint::OUTPUT_IS_TRANSPARENT); Actor actor = Actor::New(); - Toolkit::SetMotionStretchProperties( actor ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uGeometryStretchFactor" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uSpeedScalingFactor" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeStart" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uObjectFadeEnd" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uAlphaScale" ) != Property::INVALID_INDEX ); - DALI_TEST_CHECK( actor.GetPropertyIndex( "uModelLastFrame" ) != Property::INVALID_INDEX ); + Toolkit::SetMotionStretchProperties(actor); + DALI_TEST_CHECK(actor.GetPropertyIndex("uGeometryStretchFactor") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uSpeedScalingFactor") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeStart") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uObjectFadeEnd") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uAlphaScale") != Property::INVALID_INDEX); + DALI_TEST_CHECK(actor.GetPropertyIndex("uModelLastFrame") != Property::INVALID_INDEX); END_TEST; }