LIST(APPEND TC_SOURCES
../dali/dali-test-suite-utils/mesh-builder.cpp
../dali/dali-test-suite-utils/dali-test-suite-utils.cpp
+ ../dali/dali-test-suite-utils/test-actor-utils.cpp
../dali/dali-test-suite-utils/test-harness.cpp
../dali/dali-test-suite-utils/test-application.cpp
../dali/dali-test-suite-utils/test-gesture-manager.cpp
ATTRIB_TYPE_LAST
};
-// Create bitmap image
-static BufferImage CreateBufferImage()
+// Create bitmap actor
+static Actor CreateBitmapActor()
{
BufferImage image = BufferImage::New(4,4,Pixel::RGBA8888);
-
- return image;
-}
-
-static ImageActor CreateImageActor()
-{
- BufferImage image = CreateBufferImage();
- ImageActor actor = ImageActor::New( image );
+ Actor actor = CreateRenderableActor( image );
actor.SetSize( 100.0f, 100.0f );
- actor.SetName("Test ImageActor");
+ actor.SetName("Test Image Rendering Actor");
return actor;
}
application.GetGlAbstraction().ClearVertexAttribArrayChanged();
- // create a test image actor
- ImageActor imageActor(CreateImageActor());
- Stage::GetCurrent().Add(imageActor);
+ // create a test bitmap actor
+ Actor actor(CreateBitmapActor());
+ Stage::GetCurrent().Add(actor);
application.SendNotification();
stage.Add( layer );
// Create a stencil and add that to the layer
- Actor stencil = ImageActor::New(Dali::BufferImage::WHITE() );
+ Actor stencil = CreateRenderableActor(Dali::BufferImage::WHITE() );
stencil.SetAnchorPoint( AnchorPoint::TOP_LEFT );
stencil.SetParentOrigin( ParentOrigin::TOP_LEFT );
stencil.SetSize( 50.0f, 50.0f );
layer.Add( stencil );
// Create a renderable actor and add that to the layer
- Actor layerHitActor = ImageActor::New( Dali::BufferImage::WHITE() );
+ Actor layerHitActor = CreateRenderableActor( Dali::BufferImage::WHITE() );
layerHitActor.SetSize( 100.0f, 100.0f );
layerHitActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
layerHitActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
map[ "position" ] = Vector3::XAXIS;
Property::Map child1Map;
- child1Map[ "type" ] = "ImageActor";
+ child1Map[ "type" ] = "CameraActor";
child1Map[ "position" ] = Vector3::YAXIS;
Property::Array childArray;
Actor child1 = handle.GetChildAt(0);
DALI_TEST_CHECK( child1 );
- DALI_TEST_CHECK( ImageActor::DownCast( child1 ) );
+ DALI_TEST_CHECK( CameraActor::DownCast( child1 ) );
DALI_TEST_EQUALS( child1.GetCurrentPosition(), Vector3::YAXIS, TEST_LOCATION );
DALI_TEST_EQUALS( child1.GetChildCount(), 0u, TEST_LOCATION );
Stage::GetCurrent().Remove( actor );
}
- // ImageActor Type
+ // Layer Type
{
- Actor actor = ImageActor::New();
+ Actor actor = Layer::New();
Property::Map map;
CreatePropertyMap( actor, map );
DALI_TEST_CHECK( !map.Empty() );
DALI_TEST_CHECK( NULL != map.Find( "type" ) );
- DALI_TEST_EQUALS( map.Find( "type" )->Get< std::string >(), "ImageActor", TEST_LOCATION );
+ DALI_TEST_EQUALS( map.Find( "type" )->Get< std::string >(), "Layer", TEST_LOCATION );
Stage::GetCurrent().Remove( actor );
}
// Children
{
Actor actor = Actor::New();
- Actor child = ImageActor::New();
+ Actor child = Layer::New();
actor.Add( child );
Stage::GetCurrent().Add( actor );
Property::Map childMap( children[0].Get< Property::Map >() );
DALI_TEST_CHECK( !childMap.Empty() );
DALI_TEST_CHECK( childMap.Find( "type" ) );
- DALI_TEST_EQUALS( childMap.Find( "type" )->Get< std::string >(), "ImageActor", TEST_LOCATION );
+ DALI_TEST_EQUALS( childMap.Find( "type" )->Get< std::string >(), "Layer", TEST_LOCATION );
Stage::GetCurrent().Remove( actor );
}
LIST(APPEND TC_SOURCES
../dali/dali-test-suite-utils/mesh-builder.cpp
../dali/dali-test-suite-utils/test-harness.cpp
+ ../dali/dali-test-suite-utils/test-actor-utils.cpp
../dali/dali-test-suite-utils/dali-test-suite-utils.cpp
../dali/dali-test-suite-utils/test-application.cpp
../dali/dali-test-suite-utils/test-gesture-manager.cpp
DALI_TEST_CHECK(!actor);
END_TEST;
}
-
-int UtcDaliImageActorConstructorRefObject(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::ImageActor::ImageActor(Internal::ImageActor*)");
-
- ImageActor actor(NULL);
-
- DALI_TEST_CHECK(!actor);
- END_TEST;
-}
-
-int UtcDaliTextActorConstructorRefObject(void)
-{
- TestApplication application;
- tet_infoline("Testing Dali::TextActor::TextActor(Internal::TextActor*)");
- ImageActor actor(NULL);
- DALI_TEST_CHECK(!actor);
- END_TEST;
-}
tet_infoline( "UtcDaliImageFactoryCachedRequest02 - Discard previously requested resource" );
Image image = ResourceImage::New( gTestImageFilename, ResourceImage::IMMEDIATE, Image::UNUSED );
- ImageActor actor = ImageActor::New( image );
+ Actor actor = CreateRenderableActor( image );
application.SendNotification();
application.Render();
LIST(APPEND TC_SOURCES
dali-test-suite-utils/mesh-builder.cpp
dali-test-suite-utils/dali-test-suite-utils.cpp
+ dali-test-suite-utils/test-actor-utils.cpp
dali-test-suite-utils/test-harness.cpp
dali-test-suite-utils/test-application.cpp
dali-test-suite-utils/test-gesture-manager.cpp
void tet_printf(const char *format, ...);
#include "test-application.h"
+#include "test-actor-utils.h"
using namespace Dali;
--- /dev/null
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// HEADER
+#include "test-actor-utils.h"
+#include "mesh-builder.h"
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/dali-core.h>
+#include <dali/devel-api/rendering/renderer.h>
+
+namespace Dali
+{
+
+namespace
+{
+const char * const TEXTURE_UNIFORM_NAME( "sTexture" );
+
+const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
+ attribute mediump vec2 aPosition;\n
+ uniform mediump mat4 uMvpMatrix;\n
+ uniform mediump vec3 uSize;\n
+ \n
+ void main()\n
+ {\n
+ mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);\n
+ vertexPosition.xyz *= uSize;\n
+ gl_Position = uMvpMatrix * vertexPosition;\n
+ }\n
+);
+
+const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
+ uniform lowp vec4 uColor;\n
+ \n
+ void main()\n
+ {\n
+ gl_FragColor = uColor;\n
+ }\n
+);
+
+} // unnamed namespace
+
+Actor CreateRenderableActor()
+{
+ return CreateRenderableActor( Image(), VERTEX_SHADER, FRAGMENT_SHADER );
+}
+
+Actor CreateRenderableActor( Image texture )
+{
+ return CreateRenderableActor( texture, VERTEX_SHADER, FRAGMENT_SHADER );
+}
+
+Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
+{
+ // Create the geometry
+ Geometry geometry = CreateQuadGeometry();
+
+ // Create Shader
+ Shader shader = Shader::New( vertexShader, fragmentShader );
+
+ // Create renderer from geometry and material
+ Renderer renderer = Renderer::New( geometry, shader );
+
+ // Create actor and set renderer
+ Actor actor = Actor::New();
+ actor.AddRenderer( renderer );
+
+ // If we a texture, then create a texture-set and add to renderer
+ if( texture )
+ {
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetImage( 0u, texture );
+ renderer.SetTextures( textureSet );
+
+ // Set actor to the size of the texture if set
+ actor.SetSize( texture.GetWidth(), texture.GetHeight() );
+ }
+
+ return actor;
+}
+
+Image GetTexture( Actor actor )
+{
+ Image image;
+ if( actor && actor.GetRendererCount() )
+ {
+ Renderer renderer = actor.GetRendererAt( 0u );
+ if( renderer )
+ {
+ TextureSet textureSet = renderer.GetTextures();
+ if( textureSet && textureSet.GetTextureCount() )
+ {
+ image = textureSet.GetImage( 0u );
+ }
+ }
+ }
+
+ return image;
+}
+
+} // namespace Dali
--- /dev/null
+#ifndef __DALI_TEST_ACTOR_UTILS_H__
+#define __DALI_TEST_ACTOR_UTILS_H__
+
+/*
+ * Copyright (c) 2016 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <string>
+
+namespace Dali
+{
+
+class Actor;
+class Image;
+
+/**
+ * @brief Creates a simple renderable-actor with solid colored quad.
+ * @return An actor with a renderer.
+ */
+Actor CreateRenderableActor();
+
+/**
+ * @brief Creates a renderable-actor with a texture.
+ * @param[in] texture Texture to set.
+ * @return An actor with a renderer.
+ */
+Actor CreateRenderableActor( Image texture );
+
+/**
+ * @brief Creates a renderable-actor with a texture and custom shaders.
+ * @param[in] texture Texture to set.
+ * @param[in] vertexShader The vertex-shader.
+ * @param[in] fragmentShader The fragment-shader.
+ * @return An actor with a renderer.
+ */
+Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader );
+
+/**
+ * @brief Retrieves the texture used in a renderable actor (if available).
+ * @return The texture used by the actor.
+ * @note Assumes the actor only has one renderer, and that renderer only has one texture.
+ */
+Image GetTexture( Actor actor );
+
+} // namespace Dali
+
+#endif // __DALI_TEST_ACTOR_UTILS_H__
BufferImage imageA = BufferImage::New(16, 16);
BufferImage imageB = BufferImage::New(16, 16);
BufferImage imageC = BufferImage::New(16, 16);
- ImageActor a = ImageActor::New( imageA );
- ImageActor b = ImageActor::New( imageB );
- ImageActor c = ImageActor::New( imageC );
+ Actor a = CreateRenderableActor( imageA );
+ Actor b = CreateRenderableActor( imageB );
+ Actor c = CreateRenderableActor( imageC );
// Render a,b,c as regular non-overlays. so order will be:
// a (8)
application.SendNotification();
DALI_TEST_CHECK( image.GetWidth() == 16);
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.SendNotification();
DALI_TEST_CHECK( image.GetWidth() == 16);
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
Stage::GetCurrent().Add(actor);
application.SendNotification();
tet_infoline("Testing Dali::BufferImage::DownCast()");
BufferImage bitmap = BufferImage::New(1, 1, Dali::Pixel::BGRA8888);
- ImageActor imageActor = ImageActor::New(bitmap);
+ Actor actor = CreateRenderableActor( bitmap );
application.SendNotification();
application.Render(16);
application.Render(16);
application.SendNotification();
- Image image = imageActor.GetImage();
+ Image image = GetTexture( actor );
BufferImage bufferImage = BufferImage::DownCast( image );
DALI_TEST_CHECK(bufferImage);
tet_infoline("Testing Dali::BufferImage::DownCast()");
Image image = ResourceImage::New("IncorrectImageName");
- ImageActor imageActor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
application.SendNotification();
application.Render(16);
application.Render(16);
application.SendNotification();
- Image image1 = imageActor.GetImage();
+ Image image1 = GetTexture( actor );
BufferImage bufferImage = BufferImage::DownCast( image1 );
DALI_TEST_CHECK(!bufferImage);
PixelBuffer* buffer = new PixelBuffer[16 * 16];
BufferImage image = BufferImage::New(buffer, 16, 16, Pixel::A8);
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
Stage::GetCurrent().Add(actor);
actor.SetVisible(true);
PixelBuffer* buffer = new PixelBuffer[16 * 16];
BufferImage image = BufferImage::New(buffer, 16, 16, Pixel::A8);
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
Stage::GetCurrent().Add(actor);
actor.SetVisible(true);
application.Render(16);
application.SendNotification();
- Dali::ImageActor imageActor = ImageActor::New(image);
- Stage::GetCurrent().Add(imageActor);
+ Actor actor = CreateRenderableActor( image );
+ Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(16);
application.SendNotification();
application.Render(16);
application.SendNotification();
- Dali::ImageActor imageActor = ImageActor::New(image);
- Stage::GetCurrent().Add(imageActor);
+ Actor actor = CreateRenderableActor( image );
+ Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(16);
application.SendNotification();
BufferImage image = CreateBufferImage();
- ImageActor actor = ImageActor::New( image );
+ Actor actor = CreateRenderableActor(image);
actor.SetSize( 100.0f, 100.0f );
actor.SetPosition( 20.0f, 30.0f, 40.0f );
actor.SetParentOrigin( ParentOrigin::CENTER );
application.Render();
application.SendNotification();
Image image = CreateBufferImage();
- ImageActor imageActor = ImageActor::New( image );
- imageActor.SetSize( 100.0f, 100.0f );
- Stage::GetCurrent().Add( imageActor );
+ Actor actor = CreateRenderableActor( image, RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE );
+ actor.SetSize( 100.0f, 100.0f );
+ Stage::GetCurrent().Add( actor );
Matrix projectionMatrix;
Matrix viewMatrix;
camera.GetProperty( CameraActor::CameraActor::Property::PROJECTION_MATRIX ).Get( projectionMatrix );
camera.GetProperty( CameraActor::CameraActor::Property::VIEW_MATRIX ).Get( viewMatrix );
- ShaderEffect shaderEffect = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE );
- imageActor.SetShaderEffect( shaderEffect );
-
- shaderEffect.SetUniform( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
- shaderEffect.SetUniform( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
+ actor.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
+ actor.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
- Property::Index projectionMatrixPropertyIndex = shaderEffect.GetPropertyIndex( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME );
- Property::Index viewMatrixPropertyIndex = shaderEffect.GetPropertyIndex( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME );
+ Property::Index projectionMatrixPropertyIndex = actor.GetPropertyIndex( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME );
+ Property::Index viewMatrixPropertyIndex = actor.GetPropertyIndex( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME );
- Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( shaderEffect, projectionMatrixPropertyIndex, EqualToConstraint() );
+ Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( actor, projectionMatrixPropertyIndex, EqualToConstraint() );
projectionMatrixConstraint.AddSource( Source( camera, CameraActor::Property::PROJECTION_MATRIX ) );
- Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( shaderEffect, viewMatrixPropertyIndex, EqualToConstraint() );
+ Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( actor, viewMatrixPropertyIndex, EqualToConstraint() );
viewMatrixConstraint.AddSource( Source( camera, CameraActor::Property::VIEW_MATRIX ) );
projectionMatrixConstraint.Apply();
// initialise handle
image = FrameBufferImage::New(); // create framebuffer with the same dimensions as the stage
- ImageActor actor=ImageActor::New(image);
+ Actor actor = CreateRenderableActor( image );
Stage::GetCurrent().Add(actor);
application.SendNotification();
DALI_TEST_EQUALS((float)image.GetHeight(), stageSize.height, TEST_LOCATION);
image = FrameBufferImage::New(16, 16); // create framebuffer with dimensions of 16x16
- actor.SetImage(image);
-
- application.SendNotification();
- application.Render();
- application.Render();
- application.SendNotification();
DALI_TEST_CHECK( image );
DALI_TEST_EQUALS(image.GetWidth(), 16u, TEST_LOCATION);
// initialise handle
image = FrameBufferImage::New(64, 64, Pixel::RGBA8888, RenderBuffer::COLOR); // create framebuffer with Color buffer
- ImageActor actor=ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
// initialise handle
image = FrameBufferImage::New(64, 64, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH); // create framebuffer with Color and Depth buffer
- ImageActor actor=ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
// initialise handle
image = FrameBufferImage::New(64, 64, Pixel::RGBA8888, RenderBuffer::COLOR_STENCIL); // create framebuffer with Color and Stencil
- ImageActor actor=ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
// initialise handle
image = FrameBufferImage::New(64, 64, Pixel::RGBA8888, RenderBuffer::COLOR_DEPTH_STENCIL); // create framebuffer with Color, Depth and Stencil buffers
- ImageActor actor=ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
// 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);
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
image.UploadedSignal().Connect( SignalUploadedHandler );
- Dali::ImageActor imageActor = ImageActor::New(image);
- Stage::GetCurrent().Add(imageActor);
- imageActor.SetSize(80, 80);
- imageActor.SetVisible(true);
+ Dali::Actor actor = CreateRenderableActor( image );
+ Stage::GetCurrent().Add( actor );
+ actor.SetSize(80, 80);
+ actor.SetVisible(true);
application.SendNotification();
application.Render(0);
{
{
- ImageActor actor;
+ Actor actor;
{
Image image = ResourceImage::New(gTestImageFilename, ImageDimensions( 40, 30 ) );
- actor = ImageActor::New(image);
+ actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.GetPlatform().SetClosestImageSize(closestImageSize);
Image image = ResourceImage::New(gTestImageFilename);
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
// request file loading immediately
DALI_TEST_CHECK( platform.WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
application.SendNotification();
TestApplication application;
BufferImage img = BufferImage::New( 1,1 );
// create two transparent actors so there is something to sort
- ImageActor actor = ImageActor::New( img );
- ImageActor actor2 = ImageActor::New( img );
+ Actor actor = CreateRenderableActor( img );
+ Actor actor2 = CreateRenderableActor( img );
actor.SetSize(1,1);
actor.SetColor( Vector4(1, 1, 1, 0.5f ) ); // 50% transparent
actor2.SetSize(1,1);
// Add at least one renderable actor so the GL calls are actually made
BufferImage img = BufferImage::New( 1,1 );
- Actor actor = ImageActor::New( img );
+ Actor actor = CreateRenderableActor( img );
stage.Add( actor );
// flush the queue and render once
nativeImageInterface->SetGlExtensionCreateResult( false );
- ImageActor imageActor = ImageActor::New( nativeImage );
- imageActor.SetParentOrigin( ParentOrigin::CENTER );
- Stage::GetCurrent().Add( imageActor );
+ Actor actor = CreateRenderableActor( nativeImage );
+ actor.SetParentOrigin( ParentOrigin::CENTER );
+ Stage::GetCurrent().Add( actor );
TestGlAbstraction& gl = application.GetGlAbstraction();
TraceCallStack& textureTrace = gl.GetTextureTrace();
drawTrace.Reset();
nativeImageInterface->SetGlExtensionCreateResult( true );
- imageActor.SetPosition( 0, 0, 1 );
+ actor.SetPosition( 0, 0, 1 );
application.SendNotification();
application.Render();
Image image = ResourceImage::New( "blah.#.png" );
- tet_infoline("Assign image to ImageActor");
- ImageActor imageActor = ImageActor::New( image );
- Stage::GetCurrent().Add( imageActor );
+ tet_infoline("Assign image to image rendering actor");
+ Actor actor = CreateRenderableActor( image );
+ Stage::GetCurrent().Add( actor );
tet_infoline("Downcast Image to a nine-patch image\n");
NinePatchImage ninePatchImage = NinePatchImage::DownCast( image );
bool& mSignalVerified;
};
-struct TestImageActorCallback
-{
- TestImageActorCallback(bool& signalReceived)
- : mSignalVerified(signalReceived)
- {
- }
- void operator()(BaseHandle object)
- {
- tet_infoline("Verifying TestImageActorCallback()");
- ImageActor actor = ImageActor::DownCast(object);
- if(actor)
- {
- mSignalVerified = true;
- }
- }
- bool& mSignalVerified;
-};
-
struct TestLayerCallback
{
TestLayerCallback(bool& signalReceived)
END_TEST;
}
-int UtcDaliObjectRegistrySignalImageActorCreated(void)
-{
- TestApplication application;
- ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();
-
- static const char* TestImageFilename = "icon_wrt.png";
- Image image = ResourceImage::New(TestImageFilename);
-
- bool verified = false;
- TestImageActorCallback test(verified);
-
- Dali::RefObject* objectPointer = NULL;
- TestObjectDestroyedCallback test2(verified, objectPointer);
-
- registry.ObjectCreatedSignal().Connect(&application, test);
- registry.ObjectDestroyedSignal().Connect(&application, test2);
-
- {
- ImageActor actor = ImageActor::New(image);
- DALI_TEST_CHECK( test.mSignalVerified );
-
- verified = false;
- objectPointer = actor.GetObjectPtr();
- }
- DALI_TEST_CHECK( test.mSignalVerified );
- END_TEST;
-}
-
int UtcDaliObjectRegistrySignalLayerCreated(void)
{
TestApplication application;
return true;
}
-ImageActor CreateLoadingImageActor(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy)
+Actor CreateLoadingActor(TestApplication& application, std::string filename, ResourceImage::LoadPolicy loadPolicy, Image::ReleasePolicy releasePolicy)
{
Image image = ResourceImage::New(filename, loadPolicy, releasePolicy);
DALI_TEST_CHECK( image );
application.SendNotification();
application.Render(16);
DALI_TEST_CHECK( application.GetPlatform().WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
actor.SetSize( 80, 80 );
application.SendNotification();
application.Render(16);
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img = BufferImage::New( 1,1 );
- ImageActor newActor = ImageActor::New( img );
+ Actor newActor = CreateRenderableActor( img );
newActor.SetSize(1,1);
stage.Add( newActor );
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img = BufferImage::New( 1,1 );
- ImageActor newActor = ImageActor::New( img );
+ Actor newActor = CreateRenderableActor( img );
newActor.SetSize(1,1);
stage.Add( newActor );
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img = BufferImage::New( 1,1 );
- ImageActor newActor = ImageActor::New( img );
+ Actor newActor = CreateRenderableActor( img );
newActor.SetSize(1,1);
task.SetSourceActor( newActor );
// Don't add newActor to stage yet //'
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img = BufferImage::New( 1,1 );
- ImageActor newActor = ImageActor::New( img );
+ Actor newActor = CreateRenderableActor( img );
newActor.SetSize(1,1);
stage.Add( newActor );
RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
- // Manipulate the GenTextures behaviour, to identify different ImageActors
+ // Manipulate the GenTextures behaviour, to identify different actors
std::vector<GLuint> ids;
ids.push_back( 8 ); // 8 = actor1
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img1 = BufferImage::New( 1,1 );
- ImageActor actor1 = ImageActor::New( img1 );
+ Actor actor1 = CreateRenderableActor( img1 );
actor1.SetSize(1,1);
Stage::GetCurrent().Add( actor1 );
}
BufferImage img2 = BufferImage::New( 1,1 );
- ImageActor actor2 = ImageActor::New( img2 );
+ Actor actor2 = CreateRenderableActor( img2 );
actor2.SetSize(1,1);
// Force actor2 to be rendered before actor1
}
BufferImage img3 = BufferImage::New( 1,1 );
- ImageActor actor3 = ImageActor::New( img3 );
+ Actor actor3 = CreateRenderableActor( img3 );
actor3.SetSize(1,1);
// Force actor3 to be rendered before actor2
application.GetGlAbstraction().SetNextTextureIds( ids );
BufferImage img1 = BufferImage::New( 1,1 );
- ImageActor actor1 = ImageActor::New( img1 );
+ Actor actor1 = CreateRenderableActor( img1 );
actor1.SetSize(1,1);
Stage::GetCurrent().Add( actor1 );
BufferImage image = BufferImage::New( 10, 10 );
image.Update();
- ImageActor rootActor = ImageActor::New( image );
+ Actor rootActor = CreateRenderableActor( image );
rootActor.SetSize( 10, 10 );
Stage::GetCurrent().Add( rootActor );
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
Stage::GetCurrent().Add( rootActor );
CameraActor offscreenCameraActor = CameraActor::New();
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Stage::GetCurrent().Add(secondRootActor);
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor secondRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor secondRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Stage::GetCurrent().Add(secondRootActor);
CameraActor offscreenCameraActor = CameraActor::New();
Stage::GetCurrent().Add( offscreenCameraActor );
- ImageActor firstRootActor = CreateLoadingImageActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
+ Actor firstRootActor = CreateLoadingActor(application, "aFile.jpg", ResourceImage::IMMEDIATE, Image::UNUSED);
Integration::ResourceRequest* imageRequest = application.GetPlatform().GetRequest();
Integration::ResourceId imageRequestId = imageRequest->GetId();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
// Second render task
FrameBufferImage fbo = firstTask.GetTargetFrameBuffer();
- ImageActor secondRootActor = ImageActor::New( fbo );
+ Actor secondRootActor = CreateRenderableActor( fbo );
Stage::GetCurrent().Add(secondRootActor);
RenderTask secondTask = CreateRenderTask(application, offscreenCameraActor, defaultRootActor, secondRootActor, RenderTask::REFRESH_ONCE, false);
bool secondFinished = false;
Stage::GetCurrent().Add( offscreenCameraActor );
BufferImage image = BufferImage::New( 10, 10 );
- ImageActor rootActor = ImageActor::New( image );
+ Actor rootActor = CreateRenderableActor( image );
rootActor.SetSize( 10, 10 );
rootActor.SetVisible(false);
Stage::GetCurrent().Add( rootActor );
TestApplication application;
// Previously we had bugs where not having a resource ID would cause render-tasks to wait forever
- tet_infoline("Testing RenderTask::SignalFinished() when an ImageActor has no Image set");
+ tet_infoline("Testing RenderTask::SignalFinished() when an Actor has no Image set");
Stage stage = Stage::GetCurrent();
BufferImage image = BufferImage::New( 10, 10 );
- ImageActor rootActor = ImageActor::New( image );
+ Actor rootActor = CreateRenderableActor( image );
rootActor.SetSize( 10, 10 );
stage.Add( rootActor );
- ImageActor actorWithMissingImage = ImageActor::New( Image() );
+ Actor actorWithMissingImage = CreateRenderableActor( Image() );
actorWithMissingImage.SetSize( 10, 10 );
stage.Add( actorWithMissingImage );
// request file loading only when actor added to stage
DALI_TEST_CHECK( !platform.WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
// request file loading only when actor added to stage
DALI_TEST_CHECK( !platform.WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
// request file loading immediately
DALI_TEST_CHECK( platform.WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
// request file loading immediately
DALI_TEST_CHECK( platform.WasCalled(TestPlatformAbstraction::LoadResourceFunc) );
- ImageActor actor = ImageActor::New(image);
+ Actor actor = CreateRenderableActor(image);
Stage::GetCurrent().Add(actor);
// 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);
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
TypeInfo type;
- // image actor
- type = registry.GetTypeInfo( "ImageActor" );
- DALI_TEST_CHECK( type );
- DALI_TEST_CHECK( type.GetCreator() );
- DALI_TEST_CHECK( ImageActor::DownCast( type.GetCreator()() ) );
- ImageActor ia = ImageActor::DownCast(type.CreateInstance());
- DALI_TEST_CHECK( ia );
- Stage::GetCurrent().Add( ia );
- application.Render();
-
// camera actor
type = registry.GetTypeInfo( "CameraActor" );
DALI_TEST_CHECK( type );
int UtcDaliTypeRegistryGetTypeInfoFromTypeIdP(void)
{
- TypeInfo named_type = TypeRegistry::Get().GetTypeInfo( "ImageActor" );
- TypeInfo typeinfo_type = TypeRegistry::Get().GetTypeInfo( typeid(Dali::ImageActor) );
+ TypeInfo named_type = TypeRegistry::Get().GetTypeInfo( "CameraActor" );
+ TypeInfo typeinfo_type = TypeRegistry::Get().GetTypeInfo( typeid(Dali::CameraActor) );
DALI_TEST_CHECK( named_type );
DALI_TEST_CHECK( typeinfo_type );