#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/touch-event-integ.h>
-
+#include <dali/integration-api/events/wheel-event-integ.h>
using namespace Dali;
using namespace Toolkit;
static bool gObjectCreatedCallBackCalled;
static bool gOnLayoutActivatedCalled; ///< Whether the LayoutActivated signal was invoked.
static bool gOnScrollUpdateCalled;
+static bool gOnWheelEventCalled; ///< Whether the WheelEventSignal signal was invoked.
static void TestCallback(BaseHandle handle)
{
gOnScrollUpdateCalled = true;
}
+static bool OnWheelEvent( Actor actor, const Dali::WheelEvent& wheelEvent )
+{
+ gOnWheelEventCalled = true;
+ return false;
+}
+
Integration::TouchEvent GenerateSingleTouch( PointState::Type state, const Vector2& screenPosition, uint32_t time )
{
Integration::TouchEvent touchEvent;
END_TEST;
}
+
+int UtcDaliItemViewWheelEvent(void)
+{
+ ToolkitTestApplication application;
+ Dali::Integration::Scene stage = application.GetScene();
+
+ // Create the ItemView actor
+ TestItemFactory factory;
+ ItemView view = ItemView::New( factory );
+
+ // Create a grid layout and add it to ItemView
+ ItemLayoutPtr gridLayout = DefaultItemLayout::New( DefaultItemLayout::GRID );
+ view.AddLayout( *gridLayout );
+ stage.Add( view );
+
+ // Activate the grid layout so that the items will be created and added to ItemView
+ Vector3 stageSize( stage.GetSize() );
+ view.ActivateLayout (0, stageSize, 0.5f );
+
+ //Connect to wheel event signal
+ view.WheelEventSignal().Connect( &OnWheelEvent );
+
+ DALI_TEST_CHECK( !gOnWheelEventCalled );
+
+ // Render and notify
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+
+ // Perform a wheel event
+ Dali::Integration::WheelEvent wheelEvent( Dali::Integration::WheelEvent::MOUSE_WHEEL, 0, 0u, Vector2( 10.0f, 10.0f ), 1, 1000u );
+ application.ProcessEvent( wheelEvent );
+ DALI_TEST_CHECK( gOnWheelEventCalled );
+
+ END_TEST;
+}
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/events/wheel-event-integ.h>
using namespace Dali;
using namespace Toolkit;
static bool gOnScrollUpdateCalled; ///< Whether the OnScrollUpdate signal was invoked.
static bool gOnScrollCompleteCalled; ///< Whether the OnScrollComplete signal was invoked.
static bool gOnSnapStartCalled; ///< Whether the OnSnapStart signal was invoked.
+static bool gOnWheelEventCalled; ///< Whether the WheelEventSignal signal was invoked.
static SnapType gLastSnapType; ///< Snaping information from SnapEvent.
static Vector3 gConstraintResult; ///< Result from constraint.
}
/**
+ * Invoked after a wheel-event is received
+ *
+ * @param[in] actor The owing actor
+ * @param[in] event The wheel event
+ * @return True if the event should be consumed
+ */
+static bool OnWheelEvent( Actor actor, const Dali::WheelEvent& wheelEvent )
+{
+ gOnWheelEventCalled = true;
+ return false;
+}
+
+/**
* TestSumConstraint
*
* Summation of current value, property, and offset.
END_TEST;
}
+
+int UtcDaliToolkitScrollViewWheelEvent(void)
+{
+ ToolkitTestApplication application;
+
+ // Set up a scrollView.
+ ScrollView scrollView = ScrollView::New();
+
+ // Do not rely on stage size for UTC tests.
+ Vector2 viewPageSize( 720.0f, 1280.0f );
+ scrollView.SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
+ scrollView.SetProperty( Actor::Property::SIZE, viewPageSize );
+ scrollView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ scrollView.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
+ scrollView.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ));
+
+ // Position rulers.
+ // We set the X ruler to fixed to give us pages to snap to.
+ Dali::Toolkit::FixedRuler* rulerX = new Dali::Toolkit::FixedRuler( viewPageSize.width );
+ // Note: The 3x page width is arbitary, but we need enough to show that we are
+ // capping page movement by the page limiter, and not the domain.
+ rulerX->SetDomain( Dali::Toolkit::RulerDomain( 0.0f, viewPageSize.width * 3.0f, false ) );
+ Dali::Toolkit::RulerPtr rulerY = new Dali::Toolkit::DefaultRuler();
+ rulerY->Disable();
+ scrollView.SetRulerX( rulerX );
+ scrollView.SetRulerY( rulerY );
+
+ scrollView.SetWrapMode( false );
+
+ application.GetScene().Add( scrollView );
+
+ //Connect to wheel event signal
+ scrollView.WheelEventSignal().Connect( &OnWheelEvent );
+
+ DALI_TEST_CHECK( !gOnWheelEventCalled );
+
+ // Render and notify
+ application.Render();
+ application.SendNotification();
+ application.Render();
+ application.SendNotification();
+
+ // Perform a wheel event
+ Dali::Integration::WheelEvent wheelEvent( Dali::Integration::WheelEvent::MOUSE_WHEEL, 0, 0u, Vector2( 10.0f, 10.0f ), 1, 1000u );
+ application.ProcessEvent( wheelEvent );
+ DALI_TEST_CHECK( gOnWheelEventCalled );
+
+ // Set X ruler to free
+ Dali::Toolkit::DefaultRuler* defaultRuler = new Dali::Toolkit::DefaultRuler();
+ scrollView.SetRulerX( defaultRuler );
+
+ // Perform a wheel event
+ gOnWheelEventCalled = false;
+ application.ProcessEvent( wheelEvent );
+ DALI_TEST_CHECK( gOnWheelEventCalled );
+
+ // Enable Y ruler
+ rulerY->Enable();
+
+ // Perform a wheel event
+ gOnWheelEventCalled = false;
+ application.ProcessEvent( wheelEvent );
+ DALI_TEST_CHECK( gOnWheelEventCalled );
+
+ // Wait until it finishes scrolling
+ Wait(application, RENDER_DELAY_SCROLL);
+
+ // Set Y ruler to fixed
+ Dali::Toolkit::FixedRuler* fixedRulerY = new Dali::Toolkit::FixedRuler( viewPageSize.height );
+ scrollView.SetRulerY( fixedRulerY );
+
+ // Perform a wheel event
+ gOnWheelEventCalled = false;
+ application.ProcessEvent( wheelEvent );
+ DALI_TEST_CHECK( gOnWheelEventCalled );
+
+ END_TEST;
+}
if(mRulerX->GetType() == Ruler::Free)
{
// Free panning mode
- targetScrollPosition.x += event.z * mWheelScrollDistanceStep.x;
+ targetScrollPosition.x += event.GetDelta() * mWheelScrollDistanceStep.x;
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
- ScrollTo(GetCurrentPage() - event.z);
+ ScrollTo(GetCurrentPage() - event.GetDelta());
}
}
else
if(mRulerY->GetType() == Ruler::Free)
{
// Free panning mode
- targetScrollPosition.y += event.z * mWheelScrollDistanceStep.y;
+ targetScrollPosition.y += event.GetDelta() * mWheelScrollDistanceStep.y;
ClampPosition(targetScrollPosition);
ScrollTo(-targetScrollPosition);
}
else if(!mScrolling)
{
// Snap mode, only respond to the event when the previous snap animation is finished.
- ScrollTo(GetCurrentPage() - event.z * mRulerX->GetTotalPages());
+ ScrollTo(GetCurrentPage() - event.GetDelta() * mRulerX->GetTotalPages());
}
}