#include <dali.h>
#include <dali/public-api/rendering/renderer.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/bubble-effect/bubble-emitter.h>
(bubbleRenderer.GetProperty(propertyIndex1)).Get( value1 );
DALI_TEST_EQUALS(value0, 0.f, TEST_LOCATION );
DALI_TEST_EQUALS(value1, 0.f, TEST_LOCATION );
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value0 );
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value1 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value0 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value1 );
DALI_TEST_EQUALS(value0, 0.f, TEST_LOCATION );
DALI_TEST_EQUALS(value1, 0.f, TEST_LOCATION );
Wait(application, 300);
propertyIndex0 = bubbleRenderer.GetPropertyIndex( "uPercentage[0]" );
propertyIndex1 = bubbleRenderer.GetPropertyIndex( "uPercentage[1]" );
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value0 );
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value1 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value0 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value1 );
DALI_TEST_CHECK( value0 >= 0.6f );
DALI_TEST_CHECK( value1 >= 0.6f );
Wait(application,500);
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value0 );
- ( bubbleRenderer.GetCurrentProperty( propertyIndex0 ) ).Get( value1 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value0 );
+ ( DevelHandle::GetCurrentProperty( bubbleRenderer, propertyIndex0 ) ).Get( value1 );
DALI_TEST_EQUALS(value0, 1.f, TEST_LOCATION );
DALI_TEST_EQUALS(value1, 1.f, TEST_LOCATION );
END_TEST;
#include <iostream>
#include <stdlib.h>
#include <sstream>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/controls/effects-view/effects-view.h>
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- value = view.GetCurrentProperty( EffectsView::Property::EFFECT_OFFSET );
+ value = DevelHandle::GetCurrentProperty( view, EffectsView::Property::EFFECT_OFFSET );
value.Get(offsetValue);
DALI_TEST_EQUALS( offsetValue, offsetAnimate, TEST_LOCATION );
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*1000.0f) + 1u/*just beyond the animation duration*/);
- value = view.GetCurrentProperty( EffectsView::Property::EFFECT_COLOR );
+ value = DevelHandle::GetCurrentProperty( view, EffectsView::Property::EFFECT_COLOR );
value.Get(colorValue);
DALI_TEST_EQUALS( colorValue, colorAnimate, TEST_LOCATION );
#include <iostream>
#include <stdlib.h>
#include <dali-toolkit-test-suite-utils.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/integration-api/events/pan-gesture-event.h>
int timeToReachOrigin = -1;
for(int i = 0;i<MAX_FRAMES_TO_TEST_OVERSHOOT;i++)
{
- float overshootXValue = scrollView.GetCurrentProperty<float>( ScrollView::Property::OVERSHOOT_X );
- float overshootYValue = scrollView.GetCurrentProperty<float>( ScrollView::Property::OVERSHOOT_Y );
+ float overshootXValue = DevelHandle::GetCurrentProperty<float>( scrollView, ScrollView::Property::OVERSHOOT_X );
+ float overshootYValue = DevelHandle::GetCurrentProperty<float>( scrollView, ScrollView::Property::OVERSHOOT_Y );
if(overshootXValue == 0.0f && overshootYValue == 0.0f)
{
break;
// 1. Scroll page in NW (-500,-500 pixels), then inspect overshoot. (don't release touch)
Vector2 currentPos = Vector2(100.0f, 100.0f);
currentPos = PerformGestureDiagonalSwipe(application, currentPos, Vector2(5.0f, 5.0f), 100, false);
- float overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- float overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
- Vector2 positionValue = scrollView.GetCurrentProperty< Vector2 >( ScrollView::Property::SCROLL_POSITION );
+ float overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ float overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
+ Vector2 positionValue = DevelHandle::GetCurrentProperty< Vector2 >( scrollView, ScrollView::Property::SCROLL_POSITION );
DALI_TEST_EQUALS(overshootXValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(positionValue, Vector2::ZERO, TEST_LOCATION);
// Scroll page in NW (-20,-20 pixels), then check that overshoot should be 0. (don't release touch)
Vector2 currentPos = PerformGestureDiagonalSwipe(application, OVERSHOOT_START_SCROLL_POSITION, Vector2(1.0f, 1.0f), 20, false);
- float overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- float overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
+ float overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ float overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
DALI_TEST_EQUALS(overshootXValue, 0.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 0.0f, TEST_LOCATION);
// Scroll page further in NW (-105,-105 pixels), then check that overshoot should be around 0.5. (don't release touch)
currentPos = PerformGestureDiagonalSwipe(application, OVERSHOOT_START_SCROLL_POSITION, Vector2(1.0f, 1.0f), 105, false);
- overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
+ overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
// The overshoot value is a 0.0f - 1.0f ranged value of the amount overshot related to the maximum overshoot.
// EG. If we move 105, max overshoot is 50, then we overshot 50 / 105.
float correctOvershootValue = 50.0f / 105.f;
// Scroll page further in NW (-30,-30 pixels), then check that overshoot should be now 1.0. (don't release touch)
currentPos = PerformGestureDiagonalSwipe(application, OVERSHOOT_START_SCROLL_POSITION, Vector2(1.0f, 1.0f), 30, false);
- overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
+ overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
DALI_TEST_EQUALS(overshootXValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 1.0f, TEST_LOCATION);
Wait(application);
// Check that overshoot should be now around 0.8.
- overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
+ overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
DALI_TEST_CHECK(overshootXValue > 0.79f && overshootXValue < 0.81f);
DALI_TEST_CHECK(overshootYValue > 0.79f && overshootYValue < 0.81f);
// Scroll page further in NW (-30,-30 pixels), then check that overshoot should be now 1.0. (don't release touch)
currentPos = PerformGestureDiagonalSwipe(application, OVERSHOOT_START_SCROLL_POSITION, Vector2(1.0f, 1.0f), 30, false);
- overshootXValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_X );
- overshootYValue = scrollView.GetCurrentProperty< float >( ScrollView::Property::OVERSHOOT_Y );
+ overshootXValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_X );
+ overshootYValue = DevelHandle::GetCurrentProperty< float >( scrollView, ScrollView::Property::OVERSHOOT_Y );
DALI_TEST_EQUALS(overshootXValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 1.0f, TEST_LOCATION);
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
END_TEST;
}
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
END_TEST;
}
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA+Color::RED)*0.5f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::RED), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION);
END_TEST;
}
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector2>(sizeIndex), Vector2(10.0f, 10.0f), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(10.0f, 10.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(10.0f, 10.0f), TEST_LOCATION);
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(60.0f, 60.0f), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(60.0f, 60.0f), TEST_LOCATION);
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector2 >( sizeIndex ), Vector2(110.0f, 110.0f), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( renderer, sizeIndex ), Vector2(110.0f, 110.0f), TEST_LOCATION );
END_TEST;
}
DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 0.0f, 0.001f, TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::BLEND_MODE), (int)BlendMode::ON, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
application.Render(501); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::AUTO, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::AUTO, TEST_LOCATION );
END_TEST;
}
application.Render(0);
DALI_TEST_EQUALS( renderer.GetProperty<Vector3>(mixColorIndex), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 1.0f, 0.001f, TEST_LOCATION );
// Note, This should be testing for AUTO
// this is the same problem as C# target value being set before Play is called.
// @todo How was this solved?
DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::BLEND_MODE), (int)BlendMode::ON, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
anim.Play();
application.Render(500); // Start animation
application.Render(500); // Halfway thru anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.5f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
application.Render(500); // End of anim
application.SendNotification();
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetCurrentProperty< int >( Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( renderer, opacityIndex ), 0.0f, 0.001f, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( renderer, Renderer::Property::BLEND_MODE ), (int)BlendMode::ON, TEST_LOCATION );
END_TEST;
}
application.Render(0);
application.Render(2000u); // halfway point between blue and white
- Vector4 color = renderer.GetCurrentProperty< Vector4 >( borderColorIndex );
+ Vector4 color = DevelHandle::GetCurrentProperty< Vector4 >( renderer, borderColorIndex );
Vector4 testColor = (Color::BLUE + Color::WHITE)*0.5f;
DALI_TEST_EQUALS( color, testColor, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>("borderColor", testColor ), true, TEST_LOCATION );
- color = renderer.GetCurrentProperty< Vector3 >( mixColorIndex );
+ color = DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex );
testColor = Vector4( 1,1,1,0.4f );
DALI_TEST_EQUALS( Vector3(color), Vector3(testColor), 0.0001f, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", Vector3(testColor) ), true, TEST_LOCATION );
application.Render(2000u);
- color = renderer.GetCurrentProperty< Vector4 >( borderColorIndex );
+ color = DevelHandle::GetCurrentProperty< Vector4 >( renderer, borderColorIndex );
DALI_TEST_EQUALS( color, Color::WHITE, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector4>("borderColor", Color::WHITE ), true, TEST_LOCATION );
- color = renderer.GetCurrentProperty< Vector4 >( mixColorIndex );
+ color = DevelHandle::GetCurrentProperty< Vector4 >( renderer, mixColorIndex );
testColor = Vector4(1,1,1,0);
DALI_TEST_EQUALS( color, testColor, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", Vector3(testColor) ), true, TEST_LOCATION );
application.Render(0);
application.Render(2000u); // halfway point
- float size = renderer.GetCurrentProperty< float >( index );
+ float size = DevelHandle::GetCurrentProperty< float >( renderer, index );
DALI_TEST_EQUALS( size, 7.0f, 0.0001f, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("borderSize", 7.0f ), true, TEST_LOCATION );
application.Render(2000u); // halfway point between blue and white
- size = renderer.GetCurrentProperty< float >( index );
+ size = DevelHandle::GetCurrentProperty< float >( renderer, index );
DALI_TEST_EQUALS( size, 9.0f, 0.0001f, TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<float>("borderSize", 9.0f ), true, TEST_LOCATION );
application.Render(0);
application.Render(2000u); // halfway point
- Vector3 color = renderer.GetCurrentProperty< Vector3 >( mixColorIndex );
+ Vector3 color = DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex );
Vector3 testColor = Vector3(Color::BLUE + Color::WHITE)*0.5f;
DALI_TEST_EQUALS( color, testColor, TEST_LOCATION );
application.Render(2000u); // halfway point between blue and white
- color = renderer.GetCurrentProperty< Vector3 >( mixColorIndex );
+ color = DevelHandle::GetCurrentProperty< Vector3 >( renderer, mixColorIndex );
DALI_TEST_EQUALS( color, Vector3(Color::WHITE), TEST_LOCATION );
DALI_TEST_EQUALS( application.GetGlAbstraction().CheckUniformValue<Vector3>("mixColor", Vector3(Color::WHITE) ), true, TEST_LOCATION );
- blendModeValue = renderer.GetCurrentProperty( Renderer::Property::BLEND_MODE );
+ blendModeValue = DevelHandle::GetCurrentProperty( renderer, Renderer::Property::BLEND_MODE );
DALI_TEST_EQUALS( blendModeValue.Get<int>(), (int)BlendMode::AUTO, TEST_LOCATION );
END_TEST;
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/integration-api/debug.h>
#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/scrollable/item-view/item-view-impl.h>
Handle scrollableHandle = mScrollableObject.GetBaseHandle();
if(scrollableHandle)
{
- mScrollPositionIntervalReachedSignal.Emit( scrollableHandle.GetCurrentProperty< float >( mPropertyScrollPosition ) );
+ mScrollPositionIntervalReachedSignal.Emit( DevelHandle::GetCurrentProperty< float >( scrollableHandle, mPropertyScrollPosition ) );
}
}
}
ShowIndicator();
- mScrollStart = scrollableHandle.GetCurrentProperty< float >( mPropertyScrollPosition );
+ mScrollStart = DevelHandle::GetCurrentProperty< float >( scrollableHandle, mPropertyScrollPosition );
mGestureDisplacement = Vector3::ZERO;
mIsPanning = true;
mGestureDisplacement.x += gesture.displacement.x;
mGestureDisplacement.y += gesture.displacement.y;
- float minScrollPosition = scrollableHandle.GetCurrentProperty<float>( mPropertyMinScrollPosition );
- float maxScrollPosition = scrollableHandle.GetCurrentProperty<float>( mPropertyMaxScrollPosition );
+ float minScrollPosition = DevelHandle::GetCurrentProperty<float>( scrollableHandle, mPropertyMinScrollPosition );
+ float maxScrollPosition = DevelHandle::GetCurrentProperty<float>( scrollableHandle, mPropertyMaxScrollPosition );
// The domain size is the internal range
float domainSize = maxScrollPosition - minScrollPosition;
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/devel-api/object/property-helper-devel.h>
+#include <dali/devel-api/object/handle-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/scroll-bar/scroll-bar.h>
float ItemView::GetCurrentLayoutPosition(unsigned int itemId) const
{
- return Self().GetCurrentProperty< float >( Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
+ return DevelHandle::GetCurrentProperty< float >( Self(), Toolkit::ItemView::Property::LAYOUT_POSITION ) + static_cast<float>( itemId );
}
void ItemView::ActivateLayout(unsigned int layoutIndex, const Vector3& targetSize, float durationSeconds)
float firstItemScrollPosition = ClampFirstItemPosition(layoutPositionDelta, layoutSize, *mActiveLayout);
- float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT );
+ float currentOvershoot = DevelHandle::GetCurrentProperty< float >( self, Toolkit::ItemView::Property::OVERSHOOT );
self.SetProperty(Toolkit::ItemView::Property::LAYOUT_POSITION, firstItemScrollPosition );
if(mOvershootAnimationSpeed > Math::MACHINE_EPSILON_0)
{
- float currentOvershoot = self.GetCurrentProperty< float >( Toolkit::ItemView::Property::OVERSHOOT );
+ float currentOvershoot = DevelHandle::GetCurrentProperty< float >( self, Toolkit::ItemView::Property::OVERSHOOT );
float duration = 0.0f;
if (mOvershootOverlay)
// CLASS HEADER
#include <dali-toolkit/internal/controls/scrollable/scroll-view/scroll-overshoot-indicator-impl.h>
+// EXTERNAL INCLUDES
+#include <dali/devel-api/object/handle-devel.h>
+
// INTERNAL INCLUDES
#include <dali-toolkit/internal/controls/scrollable/scrollable-impl.h>
#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
void ScrollOvershootEffectRipple::OnOvershootNotification(PropertyNotification& source)
{
Actor self = mAttachedScrollView.Self();
- mOvershoot = self.GetCurrentProperty< float >( mOvershootProperty );
+ mOvershoot = DevelHandle::GetCurrentProperty< float >( self, mOvershootProperty );
SetOvershoot(mOvershoot, false);
UpdatePropertyNotifications();
}
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/type-registry-helper.h>
#include <dali/public-api/object/property-map.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/integration-api/debug.h>
// INTERNAL INCLUDES
if(child)
{
- Vector2 position = Self().GetCurrentProperty<Vector2>( Toolkit::ScrollView::Property::SCROLL_POSITION );
+ Vector2 position = DevelHandle::GetCurrentProperty<Vector2>( Self(), Toolkit::ScrollView::Property::SCROLL_POSITION );
// Get center-point of the Actor.
Vector3 childPosition = GetPositionOfAnchor(child, AnchorPoint::CENTER);
}
DALI_LOG_SCROLL_STATE("[0x%X] position-changed, mScrollTargetPosition[%.2f, %.2f], mScrollPrePosition[%.2f, %.2f], mScrollPostPosition[%.2f, %.2f]", this, mScrollTargetPosition.x, mScrollTargetPosition.y, mScrollPrePosition.x, mScrollPrePosition.y, mScrollPostPosition.x, mScrollPostPosition.y );
- DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().x, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().y, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().x, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().y );
+ DALI_LOG_SCROLL_STATE("[0x%X] SCROLL_PRE_POSITION[%.2f, %.2f], SCROLL_POSITION[%.2f, %.2f]", this, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().x, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get<Vector2>().y, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().x, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_POSITION ).Get<Vector2>().y );
}
SetScrollUpdateNotification(true);
Vector2 ScrollView::GetPropertyPrePosition() const
{
- Vector2 position = Self().GetCurrentProperty< Vector2 >( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION );
+ Vector2 position = DevelHandle::GetCurrentProperty< Vector2 >( Self(), Toolkit::ScrollView::Property::SCROLL_PRE_POSITION );
WrapPosition(position);
return position;
}
Vector2 ScrollView::GetPropertyPosition() const
{
- Vector2 position = Self().GetCurrentProperty< Vector2 >( Toolkit::ScrollView::Property::SCROLL_POSITION );
+ Vector2 position = DevelHandle::GetCurrentProperty< Vector2 >( Self(), Toolkit::ScrollView::Property::SCROLL_POSITION );
WrapPosition(position);
return position;
void ScrollView::ResetScrolling()
{
Actor self = Self();
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
+ DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
mScrollPrePosition = mScrollPostPosition;
DALI_LOG_SCROLL_STATE("[0x%X] Setting SCROLL_PRE_POSITION To[%.2f, %.2f]", this, mScrollPostPosition.x, mScrollPostPosition.y );
self.SetProperty(Toolkit::ScrollView::Property::SCROLL_PRE_POSITION, mScrollPostPosition);
void ScrollView::UpdateLocalScrollProperties()
{
Actor self = Self();
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get( mScrollPrePosition );
- self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
+ DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get( mScrollPrePosition );
+ DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_POSITION ).Get( mScrollPostPosition );
}
// private functions
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
- DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().x, position );
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().x, position );
mInternalXAnimation = Animation::New(duration);
DALI_LOG_SCROLL_STATE("[0x%X], mInternalXAnimation[0x%X]", this, mInternalXAnimation.GetObjectPtr() );
mInternalXAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
if( duration > Math::MACHINE_EPSILON_10 )
{
Actor self = Self();
- DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, self.GetCurrentProperty( Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().y, position );
+ DALI_LOG_SCROLL_STATE("[0x%X], Animating from[%.2f] to[%.2f]", this, DevelHandle::GetCurrentProperty( self, Toolkit::ScrollView::Property::SCROLL_PRE_POSITION ).Get< Vector2 >().y, position );
mInternalYAnimation = Animation::New(duration);
DALI_LOG_SCROLL_STATE("[0x%X], mInternalYAnimation[0x%X]", this, mInternalYAnimation.GetObjectPtr() );
mInternalYAnimation.FinishedSignal().Connect(this, &ScrollView::OnScrollAnimationFinished);
if( source == mInternalXAnimation )
{
- DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, Self().GetCurrentProperty( SCROLL_PRE_POSITION ).Get< Vector2 >().x, mScrollPostPosition.x );
+ DALI_LOG_SCROLL_STATE("[0x%X] mInternalXAnimation[0x%X], expected[%.2f], actual[%.2f], post[%.2f]", this, mInternalXAnimation.GetObjectPtr(), mScrollTargetPosition.x, DevelHandle::GetCurrentProperty( Self(), SCROLL_PRE_POSITION ).Get< Vector2 >().x, mScrollPostPosition.x );
if( !(mScrollStateFlags & AnimatingInternalY) )
{