TET - Fix compile errors and remove warnings 46/26046/2
authorVictor Cebollada <v.cebollada@samsung.com>
Thu, 14 Aug 2014 14:30:46 +0000 (15:30 +0100)
committerVictor Cebollada <v.cebollada@samsung.com>
Thu, 14 Aug 2014 16:40:21 +0000 (17:40 +0100)
Change-Id: I50cfcef4ce78b6d80ceda935ff44156a30d79dc4
Signed-off-by: Victor Cebollada <v.cebollada@samsung.com>
automated-tests/src/dali-internal/utc-Dali-Internal-Text-Culling.cpp
automated-tests/src/dali-unmanaged/utc-Dali-LightActor.cpp
automated-tests/src/dali-unmanaged/utc-Dali-NinePatchImages.cpp
automated-tests/src/dali-unmanaged/utc-Dali-Scripting.cpp
automated-tests/src/dali/utc-Dali-RenderableActor.cpp

index 6fb1bf6..3077397 100644 (file)
@@ -531,8 +531,6 @@ int UtcDaliTextCulling_Disable(void)
 
   TestApplication application;
   TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
-  TestPlatformAbstraction& platformAbstraction = application.GetPlatform();
-  TraceCallStack& platformTrace = platformAbstraction.GetTrace();
 
   TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
   drawTrace.Enable(true);
index d53a892..5459684 100644 (file)
@@ -325,7 +325,7 @@ const PropertyDetails DEFAULT_LIGHT_ACTOR_PROPERTY_DETAILS[] =
   { 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)
@@ -338,7 +338,7 @@ 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 );
index 510282c..9f1b8fd 100644 (file)
@@ -147,8 +147,6 @@ int UtcDaliNinePatch01(void)
   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 );
index 5ae7a6e..110e4ce 100644 (file)
@@ -651,7 +651,6 @@ int UtcDaliScriptingNewActorProperties(void)
     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 );
@@ -805,7 +804,6 @@ int UtcDaliScriptingCreatePropertyMapActor(void)
     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 );
index dfea428..b144a6f 100644 (file)
@@ -895,7 +895,6 @@ int UtcDaliSetShaderEffectRecursively(void)
   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;