TestApplication application;
TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- TestPlatformAbstraction& platformAbstraction = application.GetPlatform();
- TraceCallStack& platformTrace = platformAbstraction.GetTrace();
TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
drawTrace.Enable(true);
{ LightActor::SPECULAR_COLOR, "specular-color", Property::VECTOR3 },
{ LightActor::DIRECTION, "direction", Property::VECTOR3 },
};
-const int DEFAULT_LIGHT_ACTOR_PROPERTY_COUNT = sizeof( DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS ) / sizeof( PropertyDetails );
+const unsigned int DEFAULT_LIGHT_ACTOR_PROPERTY_COUNT = sizeof( DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS ) / sizeof( PropertyDetails );
} // unnamed namespace
int UtcDaliLightActorProperties(void)
light.GetPropertyIndices( indices );
DALI_TEST_EQUALS( DEFAULT_LIGHT_ACTOR_PROPERTY_COUNT, indices.size() - basicActor.GetPropertyCount(), TEST_LOCATION );
- for ( int i = 0; i < DEFAULT_LIGHT_ACTOR_PROPERTY_COUNT; ++i )
+ for ( unsigned int i = 0; i < DEFAULT_LIGHT_ACTOR_PROPERTY_COUNT; ++i )
{
tet_printf( "Checking: %s\n", DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS[i].name.c_str() );
DALI_TEST_EQUALS( light.GetPropertyIndex( DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS[i].name ), DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS[i].index, TEST_LOCATION );
tet_infoline("Add Stretch regions to Bitmap");
AddStretchRegionsToImage( bitmap, ninePatchImageWidth, ninePatchImageHeight, requiredStretchBorder, pixelFormat );
- PixelBuffer* srcPixels = bitmap->GetBuffer();
-
tet_infoline("Getting resource");
Integration::ResourcePointer resourcePtr(bitmap);
platform.SetResourceLoaded( 0, Dali::Integration::ResourceBitmap, resourcePtr );
DALI_TEST_EQUALS( handle.GetCurrentColor(), Color::MAGENTA, TEST_LOCATION );
DALI_TEST_EQUALS( handle.GetName(), "MyActor", TEST_LOCATION );
DALI_TEST_EQUALS( handle.GetColorMode(), USE_PARENT_COLOR, TEST_LOCATION );
- DALI_TEST_EQUALS( handle.GetInheritShaderEffect(), false, TEST_LOCATION );
DALI_TEST_EQUALS( handle.IsSensitive(), false, TEST_LOCATION );
DALI_TEST_EQUALS( handle.GetLeaveRequired(), true, TEST_LOCATION );
DALI_TEST_EQUALS( handle.GetPositionInheritanceMode(), DONT_INHERIT_POSITION, TEST_LOCATION );
actor.SetName( "MyActor" );
actor.SetAnchorPoint( AnchorPoint::CENTER_LEFT );
actor.SetParentOrigin( ParentOrigin::TOP_RIGHT );
- actor.SetInheritShaderEffect( false );
actor.SetSensitive( false );
actor.SetLeaveRequired( true );
actor.SetInheritRotation( false );
Actor loner = Actor::New();
Stage::GetCurrent().Add( loner );
SetShaderEffectRecursively( loner, effect );
- DALI_TEST_CHECK( effect != loner.GetShaderEffect() ); // base actor does not have shader effects
RemoveShaderEffectRecursively( loner );
END_TEST;