There was no consideration for TouchArea in SphereTest().
For information 'TouchArea' sets the touch area of the View.
Change-Id: Iad3431fc4b6fdb4d971dd0a1e8e158ad42241dbb
application.Render();
// Emit a down signal
- application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(110.0f, 110.0f)));
+ application.ProcessEvent(GenerateSingleTouch(PointState::DOWN, Vector2(150.0f, 150.0f)));
// The actor touched signal is called because the touch area is inside touchArea.
DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
DALI_TEST_EQUALS(PointState::DOWN, data.receivedTouch.points[0].state, TEST_LOCATION);
const Node& node = actor.GetNode();
const BufferIndex bufferIndex = EventThreadServices::Get().GetEventBufferIndex();
const Vector3& translation = node.GetWorldPosition(bufferIndex);
- const Vector3& size = node.GetSize(bufferIndex);
+ const Vector3& size = actor.GetTouchArea() == Vector2::ZERO ? node.GetSize(bufferIndex) : Vector3(actor.GetTouchArea());
const Vector3& scale = node.GetWorldScale(bufferIndex);
// Transforms the ray to the local reference system. As the test is against a sphere, only the translation and scale are needed.