namespace
{
static bool gIsCalledButtonCallback = false;
+static bool gIsCalledChildButtonCallback = false;
const int RENDER_FRAME_INTERVAL = 16;
return false;
}
+static bool ChildButtonCallback( Button button )
+{
+ gIsCalledChildButtonCallback = true;
+ return false;
+}
+
static std::string GetButtonText( Button button )
{
Property::Value value = button.GetProperty( Toolkit::Button::Property::LABEL );
DALI_TEST_CHECK( !button.IsSelected() );
END_TEST;
}
+
+int UtcDaliButtonEventConsumption(void)
+{
+ /**
+ * [ Parent ]
+ * [ Child ]
+ *
+ * Child parented and positioned under parent.
+ * Touch up and down performed on child.
+ * Should only trigger signal on child.
+ */
+
+ ToolkitTestApplication application;
+
+ Button parentButton = PushButton::New();
+ parentButton.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentButton.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ parentButton.SetSize( 20, 20 );
+ Stage::GetCurrent().Add( parentButton );
+
+ Button childButton = PushButton::New();
+ childButton.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ childButton.SetParentOrigin( ParentOrigin::BOTTOM_LEFT );
+ childButton.SetSize( 20, 20 );
+ parentButton.Add( childButton );
+
+ // Reset signal flags
+ gIsCalledChildButtonCallback = false;
+ gIsCalledButtonCallback = false;
+
+ parentButton.ClickedSignal().Connect( &ButtonCallback );
+ childButton.ClickedSignal().Connect( &ChildButtonCallback );
+
+ // Peform a button click at coordinates (10,30) which is the child.
+ Dali::Integration::TouchEvent event;
+ event = Dali::Integration::TouchEvent();
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10, 30 ) );
+ event.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( event );
+
+ event = Dali::Integration::TouchEvent();
+ point.SetState( PointState::UP );
+ point.SetScreenPosition( Vector2( 10, 30 ) );
+ event.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( gIsCalledChildButtonCallback, true, TEST_LOCATION );
+ DALI_TEST_EQUALS( ! gIsCalledButtonCallback, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliButtonRelease(void)
+{
+ /**
+ * Down event followed by interrupted event should signal Release.
+ */
+
+ ToolkitTestApplication application;
+
+ Button parentButton = PushButton::New();
+ parentButton.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ parentButton.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ parentButton.SetSize( 20, 20 );
+ Stage::GetCurrent().Add( parentButton );
+ parentButton.ReleasedSignal().Connect( &ButtonCallback );
+
+ // Reset signal flags
+ gIsCalledButtonCallback = false;
+
+ // Peform a button down and then button interrupted at coordinates (10,10).
+ Dali::Integration::TouchEvent event;
+ event = Dali::Integration::TouchEvent();
+ Dali::Integration::Point point;
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10, 10 ) );
+ event.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( event );
+
+ event = Dali::Integration::TouchEvent();
+ point.SetState( PointState::INTERRUPTED );
+ event.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( event );
+
+ DALI_TEST_EQUALS( gIsCalledButtonCallback, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliButtonMultiTouch(void)
+{
+ /**
+ * Down event followed by a multi touch point event should signal Release.
+ */
+
+ ToolkitTestApplication application;
+
+ Button button = PushButton::New();
+ button.SetProperty( Button::Property::TOGGLABLE, true);
+
+ button.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ button.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ button.SetSize( 20, 20 );
+ Stage::GetCurrent().Add( button );
+ button.ReleasedSignal().Connect( &ButtonCallback );
+
+ // Reset signal flags
+ gIsCalledButtonCallback = false;
+
+ // Peform a button down and then button interrupted at coordinates (10,10).
+ Dali::Integration::TouchEvent downEvent;
+ downEvent = Dali::Integration::TouchEvent();
+ Dali::Integration::Point point;
+
+ // Add Press button
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 15, 15 ) );
+ downEvent.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( downEvent );
+
+ // Release button
+ Dali::Integration::TouchEvent upEvent;
+ upEvent = Dali::Integration::TouchEvent();
+ point.SetState( PointState::UP );
+ point.SetScreenPosition( Vector2( 15, 15 ) );
+ upEvent.AddPoint( point );
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( upEvent );
+
+ tet_infoline("Button should now be selected\n");
+ bool isSelected = button.GetProperty<bool>( Button::Property::SELECTED ) ;
+ DALI_TEST_EQUALS( isSelected, true, TEST_LOCATION );
+
+ // Add first point
+ Dali::Integration::TouchEvent multiEvent;
+ multiEvent = Dali::Integration::TouchEvent();
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 10, 10 ) );
+ multiEvent.AddPoint( point );
+
+ // Add second point
+ point.SetState( PointState::DOWN );
+ point.SetScreenPosition( Vector2( 15, 15 ) );
+ multiEvent.AddPoint( point );
+
+ tet_infoline("Before a multi touch event\n");
+
+ // flush the queue and render once
+ application.SendNotification();
+ application.Render();
+ application.ProcessEvent( multiEvent );
+
+ DALI_TEST_EQUALS( gIsCalledButtonCallback, true, TEST_LOCATION );
+
+ END_TEST;
+}
\ No newline at end of file
bool Button::OnTouch( Actor actor, const TouchData& touch )
{
- // Only events are processed when the button is not disabled and the touch event has only
- // one touch point.
+ // Only events are processed when the button is not disabled
+ auto result( false );
- if( !IsDisabled() && ( 1 == touch.GetPointCount() ) )
+ if( !IsDisabled() )
{
- switch( touch.GetState( 0 ) )
+ if ( 1 == touch.GetPointCount() )
{
- case PointState::DOWN:
- {
- ButtonDown();
- break;
- }
- case PointState::UP:
- {
- ButtonUp();
- break;
- }
- case PointState::INTERRUPTED:
- {
- OnTouchPointInterrupted();
- break;
- }
- case PointState::LEAVE:
- {
- OnTouchPointLeave();
- break;
- }
- case PointState::MOTION:
- case PointState::STATIONARY: // FALLTHROUGH
+ switch( touch.GetState( 0 ) )
{
- // Nothing to do
- break;
+ case PointState::DOWN:
+ {
+ ButtonDown();
+ break;
+ }
+ case PointState::UP:
+ {
+ ButtonUp();
+ break;
+ }
+ case PointState::INTERRUPTED:
+ {
+ OnTouchPointInterrupted();
+ break;
+ }
+ case PointState::LEAVE:
+ {
+ OnTouchPointLeave();
+ break;
+ }
+ case PointState::MOTION:
+ case PointState::STATIONARY: // FALLTHROUGH
+ {
+ // Nothing to do
+ break;
+ }
}
}
- }
- else if( 1 < touch.GetPointCount() )
- {
- OnTouchPointLeave(); // Notification for derived classes.
+ else if( 1 < touch.GetPointCount() )
+ {
+ OnTouchPointLeave(); // Notification for derived classes.
- // Sets the button state to the default
- mButtonPressedState = UNPRESSED;
+ // Sets the button state to the default
+ mButtonPressedState = UNPRESSED;
+ }
+ result = true;
}
-
- return false;
+ return result;
}
bool Button::OnKeyboardEnter()