Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Constrainer.cpp
index 3398341..33e6ec9 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
@@ -20,6 +20,7 @@
 #include <stdlib.h>
 #include <dali/public-api/dali-core.h>
 #include <dali/devel-api/animation/path-constrainer.h>
+#include <dali/devel-api/object/handle-devel.h>
 #include <dali-test-suite-utils.h>
 
 using namespace Dali;
@@ -27,6 +28,41 @@ using namespace Dali::Internal;
 
 namespace
 {
+
+static void SetupPath( Dali::Path& path)
+{
+  path.AddPoint(Vector3( 30.0,  80.0, 0.0));
+  path.AddPoint(Vector3( 70.0, 120.0, 0.0));
+  path.AddPoint(Vector3(100.0, 100.0, 0.0));
+
+  //Control points for first segment
+  path.AddControlPoint( Vector3( 39.0,  90.0, 0.0) );
+  path.AddControlPoint(Vector3( 56.0, 119.0, 0.0) );
+
+  //Control points for second segment
+  path.AddControlPoint(Vector3( 78.0, 120.0, 0.0) );
+  path.AddControlPoint(Vector3( 93.0, 104.0, 0.0) );
+}
+
+static void SetupPathConstrainer( Dali::PathConstrainer& PathConstrainer)
+{
+  PathConstrainer.SetProperty( Dali::PathConstrainer::Property::FORWARD, Vector3(1.0f,0.0f,0.0f) );
+
+  Dali::Property::Array points;
+  points.Resize(3);
+  points[0] = Vector3( 30.0,  80.0, 0.0);
+  points[1] = Vector3( 70.0, 120.0, 0.0);
+  points[2] = Vector3(100.0, 100.0, 0.0);
+  PathConstrainer.SetProperty( Dali::PathConstrainer::Property::POINTS, points );
+
+  points.Resize(4);
+  points[0] = Vector3( 39.0,  90.0, 0.0);
+  points[1] = Vector3( 56.0, 119.0, 0.0);
+  points[2] = Vector3( 78.0, 120.0, 0.0);
+  points[3] = Vector3( 93.0, 104.0, 0.0);
+  PathConstrainer.SetProperty( Dali::PathConstrainer::Property::CONTROL_POINTS, points );
+}
+
 static void SetupLinearConstrainerUniformProgress( Dali::LinearConstrainer& linearConstrainer)
 {
   Dali::Property::Array points;
@@ -54,6 +90,341 @@ static void SetupLinearConstrainerNonUniformProgress( Dali::LinearConstrainer& l
 
 } // anonymous namespace
 
+//PathConstrainer test cases
+int UtcPathConstrainerApply(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+
+  Dali::Stage::GetCurrent().Add(actor);
+
+  //Create a Path
+  Dali::Path path = Dali::Path::New();
+  SetupPath(path);
+
+  //Create a PathConstrainer
+  Dali::PathConstrainer pathConstrainer = Dali::PathConstrainer::New();
+  SetupPathConstrainer( pathConstrainer );
+
+  //Apply the path constraint to the actor's position. The source property for the constraint will be the custom property "t"
+  Vector2 range( 0.0f, 1.0f );
+  pathConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION), Property(actor,index), range );
+
+  //Create an animation to animate the custom property
+  float durationSeconds(1.0f);
+  Dali::Animation animation = Dali::Animation::New(durationSeconds);
+  animation.AnimateTo(Dali::Property(actor,index),1.0f);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  Vector3 position, tangent;
+  path.Sample(0.2f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+  path.Sample(0.4f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  path.Sample(0.6f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  path.Sample(0.8f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  path.Sample(1.0f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcPathConstrainerApplyRange(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  //Create a Path
+  Dali::Path path = Dali::Path::New();
+  SetupPath(path);
+
+  //Create a PathConstrainer
+  Dali::PathConstrainer pathConstrainer = Dali::PathConstrainer::New();
+  SetupPathConstrainer( pathConstrainer );
+
+  //Apply the path constraint to the actor's position. The source property for the constraint will be the custom property "t"
+  Vector2 range( 100.0f, 300.0f );
+  pathConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION), Property(actor,index), range );
+
+
+  //Create an animation to animate the custom property
+  float durationSeconds(1.0f);
+  Dali::Animation animation = Dali::Animation::New(durationSeconds);
+  animation.AnimateTo(Dali::Property(actor,index),400.0f);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+
+  Vector3 position, tangent;
+  float tValue;
+  DevelHandle::GetCurrentProperty( actor, index ).Get(tValue);
+  float currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  DevelHandle::GetCurrentProperty( actor, index ).Get(tValue);
+  currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  path.Sample(0.5, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  DevelHandle::GetCurrentProperty( actor, index ).Get( tValue );
+  currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
+  DevelHandle::GetCurrentProperty( actor, index ).Get( tValue );
+  currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
+  DevelHandle::GetCurrentProperty( actor, index ).Get( tValue );
+  currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  // Ensure GetProperty also returns the final result
+  actor.GetProperty( index ).Get( tValue );
+  currentCursor =  ( tValue - range.x ) / (range.y-range.x);
+  path.Sample(currentCursor, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcPathConstrainerDestroy(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  {
+    //Create a Path
+    Dali::Path path = Dali::Path::New();
+    SetupPath(path);
+
+    //Create a PathConstrainer
+    Dali::PathConstrainer pathConstrainer = Dali::PathConstrainer::New();
+    SetupPathConstrainer( pathConstrainer );
+
+    //Apply the path constraint to the actor's position. The source property for the constraint will be the custom property "t"
+    Vector2 range( 0.0f, 1.0f );
+    pathConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION), Property(actor,index), range );
+
+    //Test that the constraint is correctly applied
+    actor.SetProperty(index,0.5f);
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(1.0f));
+
+    Vector3 position, tangent;
+    path.Sample(0.5f, position, tangent );
+    DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  }
+
+  //PathConstrainer has been destroyed. Constraint in the actor should have been removed
+  actor.SetProperty(index,0.75f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcPathConstrainerRemove(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  //Create a Path
+  Dali::Path path = Dali::Path::New();
+  SetupPath(path);
+
+  //Create a PathConstrainer
+  Dali::PathConstrainer pathConstrainer = Dali::PathConstrainer::New();
+  SetupPathConstrainer( pathConstrainer );
+
+  //Apply the path constraint to the actor's position. The source property for the constraint will be the custom property "t"
+  Vector2 range( 0.0f, 1.0f );
+  pathConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION), Property(actor,index), range );
+
+  //Test that the constraint is correctly applied
+  actor.SetProperty(index,0.5f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  Vector3 position, tangent;
+  path.Sample(0.5f, position, tangent );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
+
+  //Remove constraint
+  pathConstrainer.Remove( actor );
+  actor.SetProperty(index,0.75f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcPathConstrainerProperties(void)
+{
+  TestApplication application;
+  Dali::PathConstrainer pathConstrainer = Dali::PathConstrainer::New();
+
+  pathConstrainer.SetProperty( Dali::PathConstrainer::Property::FORWARD, Vector3( 1.0f,0.0f,0.0f ) );
+  DALI_TEST_EQUALS( pathConstrainer.GetProperty< Vector3 >( Dali::PathConstrainer::Property::FORWARD ), Vector3( 1.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( pathConstrainer, Dali::PathConstrainer::Property::FORWARD ), Vector3( 1.0f, 0.0f, 0.0f ), TEST_LOCATION );
+
+  Dali::Property::Array points;
+  points.Resize(3);
+  points[0] = Vector3( 30.0,  80.0, 0.0);
+  points[1] = Vector3( 70.0, 120.0, 0.0);
+  points[2] = Vector3(100.0, 100.0, 0.0);
+  pathConstrainer.SetProperty( Dali::PathConstrainer::Property::POINTS, points );
+
+  {
+    Property::Value value = pathConstrainer.GetProperty( Dali::PathConstrainer::Property::POINTS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< Vector3 >(), points[i].Get< Vector3 >(), TEST_LOCATION );
+    }
+  }
+
+  {
+    Property::Value value = DevelHandle::GetCurrentProperty( pathConstrainer, Dali::PathConstrainer::Property::POINTS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< Vector3 >(), points[i].Get< Vector3 >(), TEST_LOCATION );
+    }
+  }
+
+  points.Resize(4);
+  points[0] = Vector3( 39.0,  90.0, 0.0);
+  points[1] = Vector3( 56.0, 119.0, 0.0);
+  points[2] = Vector3( 78.0, 120.0, 0.0);
+  points[3] = Vector3( 93.0, 104.0, 0.0);
+  pathConstrainer.SetProperty( Dali::PathConstrainer::Property::CONTROL_POINTS, points );
+
+  {
+    Property::Value value = pathConstrainer.GetProperty( Dali::PathConstrainer::Property::CONTROL_POINTS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< Vector3 >(), points[i].Get< Vector3 >(), TEST_LOCATION );
+    }
+  }
+
+  {
+    Property::Value value = DevelHandle::GetCurrentProperty( pathConstrainer, Dali::PathConstrainer::Property::CONTROL_POINTS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< Vector3 >(), points[i].Get< Vector3 >(), TEST_LOCATION );
+    }
+  }
+
+  END_TEST;
+}
+
+//LinearConstrainer test cases
+int UtcLinearConstrainerDownCast(void)
+{
+  TestApplication application;
+  Dali::LinearConstrainer linearConstrainer = Dali::LinearConstrainer::New();
+
+  BaseHandle handle( linearConstrainer );
+  Dali::LinearConstrainer linearConstrainer2 = Dali::LinearConstrainer::DownCast( handle );
+  DALI_TEST_EQUALS( (bool)linearConstrainer2, true, TEST_LOCATION );
+
+  BaseHandle handle2;
+  Dali:: LinearConstrainer linearConstrainer3 = Dali::LinearConstrainer::DownCast( handle2 );
+  DALI_TEST_EQUALS( (bool)linearConstrainer3, false, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcLinearConstrainerCopyConstructor(void)
+{
+  TestApplication application;
+  Dali::LinearConstrainer linearConstrainer;
+  DALI_TEST_EQUALS( (bool)linearConstrainer, false, TEST_LOCATION );
+
+  linearConstrainer = Dali::LinearConstrainer::New();
+  DALI_TEST_EQUALS( (bool)linearConstrainer, true, TEST_LOCATION );
+
+  // call the copy constructor
+  Dali::LinearConstrainer linearConstrainer2( linearConstrainer );
+  DALI_TEST_EQUALS( (bool)linearConstrainer2, true, TEST_LOCATION );
+
+  END_TEST;
+}
+
 int UtcLinearConstrainerApply(void)
 {
   TestApplication application;
@@ -132,3 +503,194 @@ int UtcLinearConstrainerApply(void)
   END_TEST;
 }
 
+int UtcLinearConstrainerApplyRange(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 100.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  //Create a LinearConstrainer
+  Dali::LinearConstrainer linearConstrainer = Dali::LinearConstrainer::New();
+  SetupLinearConstrainerUniformProgress( linearConstrainer );
+
+  //Apply the linear constraint to the actor's position. The source property for the constraint will be the custom property "t"
+  Vector2 range( 100.0f, 300.0f );
+  linearConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION_X), Property(actor,index), range );
+
+
+  //Create an animation to animate the custom property
+  float durationSeconds(1.0f);
+  Dali::Animation animation = Dali::Animation::New(durationSeconds);
+  animation.AnimateTo(Dali::Property(actor,index),300.0f);
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.5f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 100% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* beyond the animation duration*/);
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcLinearConstrainerDestroy(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  {
+    //Create a LinearConstrainer
+    Dali::LinearConstrainer linearConstrainer = Dali::LinearConstrainer::New();
+    SetupLinearConstrainerUniformProgress( linearConstrainer );
+
+    //Apply the linear constraint to the actor's position. The source property for the constraint will be the custom property "t"
+    Vector2 range( 0.0f, 1.0f );
+    linearConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION_X), Property(actor,index), range );
+
+    //Test that the constraint is correctly applied
+    actor.SetProperty(index,0.5f);
+    application.SendNotification();
+    application.Render(static_cast<unsigned int>(1.0f));
+
+    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+
+  }
+
+  //LinearConstrainer has been destroyed. Constraint in the actor should have been removed
+  actor.SetProperty(index,0.75f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcLinearConstrainerRemove(void)
+{
+  TestApplication application;
+
+  Dali::Actor actor = Dali::Actor::New();
+
+  // Register a float property
+  Property::Index index = actor.RegisterProperty( "t", 0.0f );
+  Dali::Stage::GetCurrent().Add(actor);
+
+  //Create a LinearConstrainer
+  Dali::LinearConstrainer linearConstrainer = Dali::LinearConstrainer::New();
+  SetupLinearConstrainerUniformProgress( linearConstrainer );
+
+  //Apply the path constraint to the actor's position. The source property for the constraint will be the custom property "t"
+  Vector2 range( 0.0f, 1.0f );
+  linearConstrainer.Apply( Property(actor,Dali::Actor::Property::POSITION_X), Property(actor,index), range );
+
+  //Test that the constraint is correctly applied
+  actor.SetProperty(index,0.5f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 1.0f, TEST_LOCATION );
+
+  //Remove constraint
+  linearConstrainer.Remove( actor );
+  actor.SetProperty(index,0.75f);
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(1.0f));
+
+  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 0.0f, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcLinearConstrainerProperties(void)
+{
+  TestApplication application;
+
+  Dali::LinearConstrainer linearConstrainer = Dali::LinearConstrainer::New();
+
+  Dali::Property::Array points;
+  points.Resize(3);
+  points[0] = 0.0f;
+  points[1] = 1.0f;
+  points[2] = 0.0f;
+  linearConstrainer.SetProperty( Dali::LinearConstrainer::Property::VALUE, points );
+
+  {
+    Property::Value value = linearConstrainer.GetProperty( Dali::LinearConstrainer::Property::VALUE );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< float >(), points[i].Get< float >(), TEST_LOCATION );
+    }
+  }
+
+  {
+    Property::Value value = DevelHandle::GetCurrentProperty( linearConstrainer, Dali::LinearConstrainer::Property::VALUE );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< Vector3 >(), points[i].Get< Vector3 >(), TEST_LOCATION );
+    }
+  }
+
+  points[0] = 0.0f;
+  points[1] = 0.25f;
+  points[2] = 1.0f;
+  linearConstrainer.SetProperty( Dali::LinearConstrainer::Property::PROGRESS, points );
+
+  {
+    Property::Value value = linearConstrainer.GetProperty( Dali::LinearConstrainer::Property::PROGRESS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< float >(), points[i].Get< float >(), TEST_LOCATION );
+    }
+  }
+
+  {
+    Property::Value value = DevelHandle::GetCurrentProperty( linearConstrainer, Dali::LinearConstrainer::Property::PROGRESS );
+    Property::Array* array = value.GetArray();
+    DALI_TEST_CHECK( array );
+
+    const unsigned int noOfPoints = points.Size();
+    for( unsigned int i = 0; i < noOfPoints; ++i )
+    {
+      DALI_TEST_EQUALS( ( *array )[i].Get< float >(), points[i].Get< float >(), TEST_LOCATION );
+    }
+  }
+
+  END_TEST;
+}