*
*/
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
///////////////////////////////////////////////////////////////////////////////
namespace
{
-
/**
* A function to use for a constraint, no data collected.
*/
-template< typename T >
-void BasicFunction( T& /* current */, const PropertyInputContainer& /* inputs */ )
+template<typename T>
+void BasicFunction(T& /* current */, const PropertyInputContainer& /* inputs */)
{
}
/**
* A functor which sets a given boolean when the functor is called.
*/
-template< typename T >
+template<typename T>
struct BasicCalledFunctor
{
- BasicCalledFunctor( bool& functorCalled ) : mCalled( functorCalled ) { }
+ BasicCalledFunctor(bool& functorCalled)
+ : mCalled(functorCalled)
+ {
+ }
- void operator()( T& /* current */, const PropertyInputContainer& /* inputs */ )
+ void operator()(T& /* current */, const PropertyInputContainer& /* inputs */)
{
mCalled = true;
}
/**
* A functor which increments a given integer when the functor is called.
*/
-template< typename T >
+template<typename T>
struct CalledCountFunctor
{
- CalledCountFunctor( int& callCount ) : mCallCount( callCount ) { }
+ CalledCountFunctor(int& callCount)
+ : mCallCount(callCount)
+ {
+ }
- void operator()( T& /* current */, const PropertyInputContainer& /* inputs */ )
+ void operator()(T& /* current */, const PropertyInputContainer& /* inputs */)
{
++mCallCount;
}
/**
* A functor which sets the given value as the value required when the functor is called.
*/
-template< typename T >
+template<typename T>
struct SetValueFunctor
{
- SetValueFunctor( const T& value ) : mValue( value ) { }
+ SetValueFunctor(const T& value)
+ : mValue(value)
+ {
+ }
- void operator()( T& current, const PropertyInputContainer& /* inputs */ )
+ void operator()(T& current, const PropertyInputContainer& /* inputs */)
{
current = mValue;
}
namespace UtcDaliConstraintNewFunction
{
bool gConstraintFunctionCalled = false;
-void ConstraintFunction( Vector3& /* current */, const PropertyInputContainer& /* inputs */ )
+void ConstraintFunction(Vector3& /* current */, const PropertyInputContainer& /* inputs */)
{
gConstraintFunctionCalled = true;
}
UtcDaliConstraintNewFunction::gConstraintFunctionCalled = false;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( UtcDaliConstraintNewFunction::gConstraintFunctionCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(UtcDaliConstraintNewFunction::gConstraintFunctionCalled, false, TEST_LOCATION);
// Add a constraint
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &UtcDaliConstraintNewFunction::ConstraintFunction );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &UtcDaliConstraintNewFunction::ConstraintFunction);
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( UtcDaliConstraintNewFunction::gConstraintFunctionCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(UtcDaliConstraintNewFunction::gConstraintFunctionCalled, true, TEST_LOCATION);
END_TEST;
}
// Add a constraint with an uninitialised handle
try
{
- Constraint constraint = Constraint::New< Vector3 >( Actor(), Actor::Property::POSITION, &UtcDaliConstraintNewFunction::ConstraintFunction );
- DALI_TEST_CHECK( false ); // Should not reach here
+ Constraint constraint = Constraint::New<Vector3>(Actor(), Actor::Property::POSITION, &UtcDaliConstraintNewFunction::ConstraintFunction);
+ DALI_TEST_CHECK(false); // Should not reach here
}
- catch ( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true ); // Should assert!
+ DALI_TEST_CHECK(true); // Should assert!
}
END_TEST;
}
// helper for next test
-void StringConstraintFunction( std::string& /* current */, const PropertyInputContainer& /* inputs */ )
+void StringConstraintFunction(std::string& /* current */, const PropertyInputContainer& /* inputs */)
{
}
UtcDaliConstraintNewFunction::gConstraintFunctionCalled = false;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
try
{
// Add a constraint
- Constraint constraint = Constraint::New< std::string >( actor, Actor::Property::COLOR_MODE, &StringConstraintFunction );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<std::string>(actor, Actor::Property::COLOR_MODE, &StringConstraintFunction);
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
tet_result(TET_FAIL);
}
- catch ( Dali::DaliException& e )
+ catch(Dali::DaliException& e)
{
- DALI_TEST_ASSERT( e, "Property not constrainable", TEST_LOCATION );
+ DALI_TEST_ASSERT(e, "Property not constrainable", TEST_LOCATION);
}
END_TEST;
// Ensure that we can create a constraint using a functor and that it is called.
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Add a constraint
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
END_TEST;
}
// Create a constraint with an uninitialised handle
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
// Add a constraint with an uninitialised handle
try
{
- Constraint constraint = Constraint::New< Vector3 >( Actor(), Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
- DALI_TEST_CHECK( false ); // Should not reach here
+ Constraint constraint = Constraint::New<Vector3>(Actor(), Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
+ DALI_TEST_CHECK(false); // Should not reach here
}
- catch ( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true ); // Should assert!
+ DALI_TEST_CHECK(true); // Should assert!
}
END_TEST;
{
struct Functor
{
- Functor( bool& positionCalled, bool& scaleCalled )
- : mPositionCalled( positionCalled ),
- mScaleCalled( scaleCalled )
+ Functor(bool& positionCalled, bool& scaleCalled)
+ : mPositionCalled(positionCalled),
+ mScaleCalled(scaleCalled)
{
}
- void Position( Vector3& /* current */, const PropertyInputContainer& /* inputs */ )
+ void Position(Vector3& /* current */, const PropertyInputContainer& /* inputs */)
{
mPositionCalled = true;
}
- void Scale( Vector3& /* current */, const PropertyInputContainer& /* inputs */ )
+ void Scale(Vector3& /* current */, const PropertyInputContainer& /* inputs */)
{
mScaleCalled = true;
}
// Ensure that we can create a constraint using a functor and that it is called.
TestApplication application;
- bool positionFunctorCalled = false;
- bool sizeFunctorCalled = false;
+ bool positionFunctorCalled = false;
+ bool sizeFunctorCalled = false;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( positionFunctorCalled, false, TEST_LOCATION );
- DALI_TEST_EQUALS( sizeFunctorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(positionFunctorCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(sizeFunctorCalled, false, TEST_LOCATION);
// Add a constraint that calls Functor::Position
- Constraint constraint = Constraint::New< Vector3 >(
- actor,
- Actor::Property::POSITION,
- UtcDaliConstraintNewFunctorMember::Functor( positionFunctorCalled, sizeFunctorCalled ),
- &UtcDaliConstraintNewFunctorMember::Functor::Position );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<Vector3>(
+ actor,
+ Actor::Property::POSITION,
+ UtcDaliConstraintNewFunctorMember::Functor(positionFunctorCalled, sizeFunctorCalled),
+ &UtcDaliConstraintNewFunctorMember::Functor::Position);
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( positionFunctorCalled, true, TEST_LOCATION );
- DALI_TEST_EQUALS( sizeFunctorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(positionFunctorCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(sizeFunctorCalled, false, TEST_LOCATION);
// Add another constraint that calls Functor::Size
- Constraint constraint2 = Constraint::New< Vector3 >(
- actor,
- Actor::Property::SCALE,
- UtcDaliConstraintNewFunctorMember::Functor( positionFunctorCalled, sizeFunctorCalled ),
- &UtcDaliConstraintNewFunctorMember::Functor::Scale );
- DALI_TEST_CHECK( constraint2 );
+ Constraint constraint2 = Constraint::New<Vector3>(
+ actor,
+ Actor::Property::SCALE,
+ UtcDaliConstraintNewFunctorMember::Functor(positionFunctorCalled, sizeFunctorCalled),
+ &UtcDaliConstraintNewFunctorMember::Functor::Scale);
+ DALI_TEST_CHECK(constraint2);
constraint2.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( positionFunctorCalled, true, TEST_LOCATION );
- DALI_TEST_EQUALS( sizeFunctorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(positionFunctorCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(sizeFunctorCalled, true, TEST_LOCATION);
END_TEST;
}
// Create a constraint with an uninitialised handle
TestApplication application;
- bool positionFunctorCalled = false;
- bool sizeFunctorCalled = false;
+ bool positionFunctorCalled = false;
+ bool sizeFunctorCalled = false;
// Add a constraint with an uninitialised handle
try
{
- Constraint constraint = Constraint::New< Vector3 >(
- Actor(),
- Actor::Property::POSITION,
- UtcDaliConstraintNewFunctorMember::Functor( positionFunctorCalled, sizeFunctorCalled ),
- &UtcDaliConstraintNewFunctorMember::Functor::Position );
- DALI_TEST_CHECK( false ); // Should not reach here
+ Constraint constraint = Constraint::New<Vector3>(
+ Actor(),
+ Actor::Property::POSITION,
+ UtcDaliConstraintNewFunctorMember::Functor(positionFunctorCalled, sizeFunctorCalled),
+ &UtcDaliConstraintNewFunctorMember::Functor::Position);
+ DALI_TEST_CHECK(false); // Should not reach here
}
- catch ( Dali::DaliException& e )
+ catch(Dali::DaliException& e)
{
- DALI_TEST_CHECK( true ); // Should assert!
+ DALI_TEST_CHECK(true); // Should assert!
}
END_TEST;
// Ensure we can clone for another actor and it's called appropriately
TestApplication application;
- int calledCount = 0;
+ int calledCount = 0;
Actor actor = Actor::New();
Actor clone = Actor::New();
Integration::Scene stage = application.GetScene();
- stage.Add( actor );
- stage.Add( clone );
+ stage.Add(actor);
+ stage.Add(clone);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( calledCount, 0, TEST_LOCATION );
+ DALI_TEST_EQUALS(calledCount, 0, TEST_LOCATION);
// Add a constraint to actor
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, CalledCountFunctor< Vector3 >( calledCount ) );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, CalledCountFunctor<Vector3>(calledCount));
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
// Create a clone but don't apply
- Constraint constraintClone = constraint.Clone( clone );
+ Constraint constraintClone = constraint.Clone(clone);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( calledCount, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(calledCount, 1, TEST_LOCATION);
// Reset
calledCount = 0;
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( calledCount, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(calledCount, 1, TEST_LOCATION);
// Apply the clone constraint
constraintClone.Apply();
application.Render();
// Should be called once for the new constraint clone and once for the original constraint
- DALI_TEST_EQUALS( calledCount, 3, TEST_LOCATION );
+ DALI_TEST_EQUALS(calledCount, 3, TEST_LOCATION);
// Reset
calledCount = 0;
// Change the position of both actors
- actor.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
- clone.SetProperty( Actor::Property::POSITION, Vector2( 100.0f, 100.0f ));
+ actor.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
+ clone.SetProperty(Actor::Property::POSITION, Vector2(100.0f, 100.0f));
application.SendNotification();
application.Render();
// Functor should have been called twice
- DALI_TEST_EQUALS( calledCount, 2, TEST_LOCATION );
+ DALI_TEST_EQUALS(calledCount, 2, TEST_LOCATION);
END_TEST;
}
try
{
- Actor actor = Actor::New();
- Constraint clone = constraint.Clone( actor );
- DALI_TEST_CHECK( false );
+ Actor actor = Actor::New();
+ Constraint clone = constraint.Clone(actor);
+ DALI_TEST_CHECK(false);
}
- catch ( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
namespace UtcDaliConstraintClone
{
-void Function( Vector3& /* current */, const PropertyInputContainer& inputs )
+void Function(Vector3& /* current */, const PropertyInputContainer& inputs)
{
- DALI_TEST_EQUALS( inputs[0]->GetType(), Property::VECTOR3, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[1]->GetType(), Property::ROTATION, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[2]->GetType(), Property::VECTOR4, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[3]->GetType(), Property::BOOLEAN, TEST_LOCATION );
+ DALI_TEST_EQUALS(inputs[0]->GetType(), Property::VECTOR3, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[1]->GetType(), Property::ROTATION, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[2]->GetType(), Property::VECTOR4, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[3]->GetType(), Property::BOOLEAN, TEST_LOCATION);
}
} // namespace UtcDaliConstraintClone
Actor clone = Actor::New();
Integration::Scene stage = application.GetScene();
- stage.Add( actor );
- stage.Add( clone );
+ stage.Add(actor);
+ stage.Add(clone);
application.SendNotification();
application.Render();
// Create a constraint, DON'T Apply it though
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &UtcDaliConstraintClone::Function );
- constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- constraint.AddSource( LocalSource( Actor::Property::ORIENTATION ) );
- constraint.AddSource( LocalSource( Actor::Property::COLOR ) );
- constraint.AddSource( LocalSource( Actor::Property::VISIBLE ) );
- constraint.SetRemoveAction( Constraint::DISCARD );
- constraint.SetTag( 123 );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &UtcDaliConstraintClone::Function);
+ constraint.AddSource(LocalSource(Actor::Property::SIZE));
+ constraint.AddSource(LocalSource(Actor::Property::ORIENTATION));
+ constraint.AddSource(LocalSource(Actor::Property::COLOR));
+ constraint.AddSource(LocalSource(Actor::Property::VISIBLE));
+ constraint.SetRemoveAction(Constraint::DISCARD);
+ constraint.SetTag(123);
// Clone the constraint & apply the clone
- Constraint constraintClone = constraint.Clone( clone );
+ Constraint constraintClone = constraint.Clone(clone);
constraintClone.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( constraint.GetRemoveAction(), constraintClone.GetRemoveAction(), TEST_LOCATION );
- DALI_TEST_EQUALS( constraint.GetTag(), constraintClone.GetTag(), TEST_LOCATION );
+ DALI_TEST_EQUALS(constraint.GetRemoveAction(), constraintClone.GetRemoveAction(), TEST_LOCATION);
+ DALI_TEST_EQUALS(constraint.GetTag(), constraintClone.GetTag(), TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- Constraint copied( constraint );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ Constraint copied(constraint);
Constraint assigned;
- DALI_TEST_CHECK( constraint == copied );
- DALI_TEST_CHECK( copied != assigned );
+ DALI_TEST_CHECK(constraint == copied);
+ DALI_TEST_CHECK(copied != assigned);
assigned = constraint;
- DALI_TEST_CHECK( constraint == assigned );
+ DALI_TEST_CHECK(constraint == assigned);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_CHECK( constraint );
- DALI_TEST_EQUALS( 1, constraint.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_CHECK( constraint.GetTargetObject() == actor );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_CHECK(constraint);
+ DALI_TEST_EQUALS(1, constraint.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_CHECK(constraint.GetTargetObject() == actor);
- Constraint moved = std::move( constraint );
- DALI_TEST_CHECK( moved );
- DALI_TEST_EQUALS( 1, moved.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_CHECK( moved.GetTargetObject() == actor );
- DALI_TEST_CHECK( !constraint );
+ Constraint moved = std::move(constraint);
+ DALI_TEST_CHECK(moved);
+ DALI_TEST_EQUALS(1, moved.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_CHECK(moved.GetTargetObject() == actor);
+ DALI_TEST_CHECK(!constraint);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_CHECK( constraint );
- DALI_TEST_EQUALS( 1, constraint.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_CHECK( constraint.GetTargetObject() == actor );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_CHECK(constraint);
+ DALI_TEST_EQUALS(1, constraint.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_CHECK(constraint.GetTargetObject() == actor);
Constraint moved;
- moved = std::move( constraint );
- DALI_TEST_CHECK( moved );
- DALI_TEST_EQUALS( 1, moved.GetBaseObject().ReferenceCount(), TEST_LOCATION );
- DALI_TEST_CHECK( moved.GetTargetObject() == actor );
- DALI_TEST_CHECK( !constraint );
+ moved = std::move(constraint);
+ DALI_TEST_CHECK(moved);
+ DALI_TEST_EQUALS(1, moved.GetBaseObject().ReferenceCount(), TEST_LOCATION);
+ DALI_TEST_CHECK(moved.GetTargetObject() == actor);
+ DALI_TEST_CHECK(!constraint);
END_TEST;
}
TestApplication application;
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
// Another BaseHandle type
- Constraint downCast = Constraint::DownCast( actor );
- DALI_TEST_CHECK( ! downCast );
+ Constraint downCast = Constraint::DownCast(actor);
+ DALI_TEST_CHECK(!downCast);
// A constraint
- downCast = Constraint::DownCast( constraint );
- DALI_TEST_CHECK( downCast );
+ downCast = Constraint::DownCast(constraint);
+ DALI_TEST_CHECK(downCast);
// An empty constraint
- downCast = Constraint::DownCast( Constraint() );
- DALI_TEST_CHECK( ! downCast );
+ downCast = Constraint::DownCast(Constraint());
+ DALI_TEST_CHECK(!downCast);
END_TEST;
}
{
TestApplication application;
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_CHECK( constraint.GetTargetObject() == actor );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_CHECK(constraint.GetTargetObject() == actor);
Actor actor2 = Actor::New();
- DALI_TEST_CHECK( constraint.GetTargetObject() != actor2 );
+ DALI_TEST_CHECK(constraint.GetTargetObject() != actor2);
END_TEST;
}
try
{
Handle handle = constraint.GetTargetObject();
- DALI_TEST_CHECK( false ); // Should not reach here!
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
{
TestApplication application;
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_EQUALS( constraint.GetTargetProperty(), (Property::Index)Actor::Property::POSITION, TEST_LOCATION );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_EQUALS(constraint.GetTargetProperty(), (Property::Index)Actor::Property::POSITION, TEST_LOCATION);
END_TEST;
}
try
{
Property::Index propertyIndex = constraint.GetTargetProperty();
- ( void )propertyIndex;
- DALI_TEST_CHECK( false ); // Should not reach here!
+ (void)propertyIndex;
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
{
TestApplication application;
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_EQUALS( constraint.GetTag(), 0u, TEST_LOCATION );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_EQUALS(constraint.GetTag(), 0u, TEST_LOCATION);
const unsigned int tag = 123;
- constraint.SetTag( tag );
- DALI_TEST_EQUALS( constraint.GetTag(), tag, TEST_LOCATION );
+ constraint.SetTag(tag);
+ DALI_TEST_EQUALS(constraint.GetTag(), tag, TEST_LOCATION);
END_TEST;
}
Constraint constraint;
try
{
- constraint.SetTag( 123 );
- DALI_TEST_CHECK( false ); // Should not reach here!
+ constraint.SetTag(123);
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
try
{
int tag = constraint.GetTag();
- ( void )tag;
- DALI_TEST_CHECK( false ); // Should not reach here!
+ (void)tag;
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
{
TestApplication application;
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &BasicFunction< Vector3 > );
- DALI_TEST_EQUALS( constraint.GetRemoveAction(), Constraint::DEFAULT_REMOVE_ACTION, TEST_LOCATION );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &BasicFunction<Vector3>);
+ DALI_TEST_EQUALS(constraint.GetRemoveAction(), Constraint::DEFAULT_REMOVE_ACTION, TEST_LOCATION);
- constraint.SetRemoveAction( Constraint::DISCARD );
- DALI_TEST_EQUALS( constraint.GetRemoveAction(), Constraint::DISCARD, TEST_LOCATION );
+ constraint.SetRemoveAction(Constraint::DISCARD);
+ DALI_TEST_EQUALS(constraint.GetRemoveAction(), Constraint::DISCARD, TEST_LOCATION);
- constraint.SetRemoveAction( Constraint::BAKE );
- DALI_TEST_EQUALS( constraint.GetRemoveAction(), Constraint::BAKE, TEST_LOCATION );
+ constraint.SetRemoveAction(Constraint::BAKE);
+ DALI_TEST_EQUALS(constraint.GetRemoveAction(), Constraint::BAKE, TEST_LOCATION);
END_TEST;
}
Constraint constraint;
try
{
- constraint.SetRemoveAction( Constraint::DISCARD );
- DALI_TEST_CHECK( false ); // Should not reach here!
+ constraint.SetRemoveAction(Constraint::DISCARD);
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
try
{
Constraint::RemoveAction removeAction = constraint.GetRemoveAction();
- ( void )removeAction;
- DALI_TEST_CHECK( false ); // Should not reach here!
+ (void)removeAction;
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Should not equal position by default
- Vector3 position( 10.0f, 20.0f, 30.0f );
- DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
+ Vector3 position(10.0f, 20.0f, 30.0f);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION) != position);
// Create a constraint that constrains to position
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, SetValueFunctor< Vector3 >( position ) );
- constraint.SetRemoveAction( Constraint::BAKE );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, SetValueFunctor<Vector3>(position));
+ constraint.SetRemoveAction(Constraint::BAKE);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
// Remove the constraint, it should still be at position
constraint.Remove();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Get and store current position
- Vector3 originalPosition = actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
+ Vector3 originalPosition = actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION);
// Should not equal position by default
- Vector3 position( 10.0f, 20.0f, 30.0f );
- DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
+ Vector3 position(10.0f, 20.0f, 30.0f);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION) != position);
// Create a constraint that constrains to position
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, SetValueFunctor< Vector3 >( position ) );
- constraint.SetRemoveAction( Constraint::DISCARD );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, SetValueFunctor<Vector3>(position));
+ constraint.SetRemoveAction(Constraint::DISCARD);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), position, TEST_LOCATION);
// Remove the constraint, it should still be at position
constraint.Remove();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), originalPosition, TEST_LOCATION );
- DALI_TEST_CHECK( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ) != position );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION), originalPosition, TEST_LOCATION);
+ DALI_TEST_CHECK(actor.GetCurrentProperty<Vector3>(Actor::Property::POSITION) != position);
END_TEST;
}
// Ensure constraint functors are called appropriately
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Create a constraint and apply, functor should be called
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
// Reset
functorCalled = false;
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Re-apply the constraint, functor should be called again
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
END_TEST;
}
// Constraint should be automatically applied when the actor is added to the stage and not before
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
// Create an actor and a constraint and apply, DON'T add to stage just yet
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
constraint.Apply();
application.SendNotification();
application.Render();
// Should NOT be called
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Add actor to stage
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Should now be called
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
END_TEST;
}
// Constraint should NOT be called at all
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
// Create an actor and a constraint and apply, DON'T add to stage just yet
- Actor actor = Actor::New();
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
+ Actor actor = Actor::New();
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
constraint.Apply();
application.SendNotification();
application.Render();
// Should NOT be called
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Remove the constraint
constraint.Remove();
// Add actor to stage
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
// Still should NOT be called
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
END_TEST;
}
// Functor should only be called while the actor is staged.
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
// Create an actor and add to stage
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Integration::Scene stage = application.GetScene();
- stage.Add( actor );
+ stage.Add(actor);
// Create a constraint and apply
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, BasicCalledFunctor< Vector3 >( functorCalled ) );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, BasicCalledFunctor<Vector3>(functorCalled));
constraint.Apply();
application.SendNotification();
application.Render();
// Constraint should be called
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
// Reset
functorCalled = false;
// Remove actor from stage
- stage.Remove( actor );
+ stage.Remove(actor);
application.SendNotification();
application.Render();
// Constraint should NOT be called
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Re-add to stage
- stage.Add( actor );
+ stage.Add(actor);
application.SendNotification();
application.Render();
// Constraint should be called
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
END_TEST;
}
// Should not cause any problems (subsequent attempts should be no-ops)
TestApplication application;
- int count = 0;
+ int count = 0;
// Create an actor and add to stage
- Actor actor = Actor::New();
+ Actor actor = Actor::New();
Integration::Scene stage = application.GetScene();
- stage.Add( actor );
+ stage.Add(actor);
// Create a constraint and apply
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, CalledCountFunctor< Vector3 >( count ) );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, CalledCountFunctor<Vector3>(count));
constraint.Apply();
// Apply again
application.Render();
// Should only have been called once
- DALI_TEST_EQUALS( count, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(count, 1, TEST_LOCATION);
// Reset
count = 0;
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( count, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(count, 1, TEST_LOCATION);
// Reset
count = 0;
// Change the position property, apply again
- actor.SetProperty( Actor::Property::POSITION, Vector2( 10.0f, 10.0f ));
+ actor.SetProperty(Actor::Property::POSITION, Vector2(10.0f, 10.0f));
constraint.Apply();
application.SendNotification();
application.Render();
// Constraint should have been called once
- DALI_TEST_EQUALS( count, 1, TEST_LOCATION );
+ DALI_TEST_EQUALS(count, 1, TEST_LOCATION);
END_TEST;
}
///////////////////////////////////////////////////////////////////////////////
namespace UtcDaliConstraintAddSource
{
-void Function( Vector3& /* current */, const PropertyInputContainer& inputs )
+void Function(Vector3& /* current */, const PropertyInputContainer& inputs)
{
- DALI_TEST_EQUALS( inputs.Size(), 4u, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[0]->GetType(), Property::VECTOR3, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[1]->GetType(), Property::ROTATION, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[2]->GetType(), Property::VECTOR4, TEST_LOCATION );
- DALI_TEST_EQUALS( inputs[3]->GetType(), Property::BOOLEAN, TEST_LOCATION );
+ DALI_TEST_EQUALS(inputs.Size(), 4u, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[0]->GetType(), Property::VECTOR3, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[1]->GetType(), Property::ROTATION, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[2]->GetType(), Property::VECTOR4, TEST_LOCATION);
+ DALI_TEST_EQUALS(inputs[3]->GetType(), Property::BOOLEAN, TEST_LOCATION);
}
} // namespace UtcDaliConstraintAddSource
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
// Create a constraint, add sources
- Constraint constraint = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &UtcDaliConstraintAddSource::Function );
- constraint.AddSource( LocalSource( Actor::Property::SIZE ) );
- constraint.AddSource( LocalSource( Actor::Property::ORIENTATION ) );
- constraint.AddSource( LocalSource( Actor::Property::COLOR ) );
- constraint.AddSource( LocalSource( Actor::Property::VISIBLE ) );
+ Constraint constraint = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &UtcDaliConstraintAddSource::Function);
+ constraint.AddSource(LocalSource(Actor::Property::SIZE));
+ constraint.AddSource(LocalSource(Actor::Property::ORIENTATION));
+ constraint.AddSource(LocalSource(Actor::Property::COLOR));
+ constraint.AddSource(LocalSource(Actor::Property::VISIBLE));
constraint.Apply();
application.SendNotification();
Constraint constraint;
try
{
- constraint.AddSource( LocalSource( Actor::Property::POSITION ) );
- DALI_TEST_CHECK( false ); // Should not reach here!
+ constraint.AddSource(LocalSource(Actor::Property::POSITION));
+ DALI_TEST_CHECK(false); // Should not reach here!
}
- catch( ... )
+ catch(...)
{
- DALI_TEST_CHECK( true );
+ DALI_TEST_CHECK(true);
}
END_TEST;
///////////////////////////////////////////////////////////////////////////////
namespace TestChaining
{
-
-const Vector3 gFunction1Output( Vector3::ONE );
-void Function1( Vector3& current, const PropertyInputContainer& /* inputs */ )
+const Vector3 gFunction1Output(Vector3::ONE);
+void Function1(Vector3& current, const PropertyInputContainer& /* inputs */)
{
// current is original position
- DALI_TEST_EQUALS( current, Vector3::ZERO, TEST_LOCATION );
+ DALI_TEST_EQUALS(current, Vector3::ZERO, TEST_LOCATION);
current = gFunction1Output;
}
-const Vector3 gFunction2Output( 10.0f, 20.0f, 30.0f );
-void Function2( Vector3& current, const PropertyInputContainer& /* inputs */ )
+const Vector3 gFunction2Output(10.0f, 20.0f, 30.0f);
+void Function2(Vector3& current, const PropertyInputContainer& /* inputs */)
{
// current is output from Function1
- DALI_TEST_EQUALS( current, gFunction1Output, TEST_LOCATION );
+ DALI_TEST_EQUALS(current, gFunction1Output, TEST_LOCATION);
current = gFunction2Output;
}
-const Vector3 gFunction3Output( 10.0f, 20.0f, 30.0f );
-void Function3( Vector3& current, const PropertyInputContainer& /* inputs */ )
+const Vector3 gFunction3Output(10.0f, 20.0f, 30.0f);
+void Function3(Vector3& current, const PropertyInputContainer& /* inputs */)
{
// current is output from Function2
- DALI_TEST_EQUALS( current, gFunction2Output, TEST_LOCATION );
+ DALI_TEST_EQUALS(current, gFunction2Output, TEST_LOCATION);
current = gFunction3Output;
}
-const Vector3 gFunction4Output( 10.0f, 20.0f, 30.0f );
-void Function4( Vector3& current, const PropertyInputContainer& /* inputs */ )
+const Vector3 gFunction4Output(10.0f, 20.0f, 30.0f);
+void Function4(Vector3& current, const PropertyInputContainer& /* inputs */)
{
// current is output from Function3
- DALI_TEST_EQUALS( current, gFunction3Output, TEST_LOCATION );
+ DALI_TEST_EQUALS(current, gFunction3Output, TEST_LOCATION);
current = gFunction4Output;
}
-void Function5( Vector3& current, const PropertyInputContainer& /* inputs */ )
+void Function5(Vector3& current, const PropertyInputContainer& /* inputs */)
{
// current is output from Function4
- DALI_TEST_EQUALS( current, gFunction4Output, TEST_LOCATION );
+ DALI_TEST_EQUALS(current, gFunction4Output, TEST_LOCATION);
current = Vector3::ZERO;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
- Constraint constraint1 = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &TestChaining::Function1 );
- Constraint constraint2 = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &TestChaining::Function2 );
- Constraint constraint3 = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &TestChaining::Function3 );
- Constraint constraint4 = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &TestChaining::Function4 );
- Constraint constraint5 = Constraint::New< Vector3 >( actor, Actor::Property::POSITION, &TestChaining::Function5 );
+ Constraint constraint1 = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &TestChaining::Function1);
+ Constraint constraint2 = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &TestChaining::Function2);
+ Constraint constraint3 = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &TestChaining::Function3);
+ Constraint constraint4 = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &TestChaining::Function4);
+ Constraint constraint5 = Constraint::New<Vector3>(actor, Actor::Property::POSITION, &TestChaining::Function5);
constraint1.Apply();
constraint2.Apply();
///////////////////////////////////////////////////////////////////////////////
namespace TestPropertyTypes
{
-template< typename T >
-void Execute( T value )
+template<typename T>
+void Execute(T value)
{
TestApplication application;
- bool functorCalled = false;
+ bool functorCalled = false;
- Actor actor = Actor::New();
- Property::Index index = actor.RegisterProperty( "TEMP_PROPERTY_NAME", value );
+ Actor actor = Actor::New();
+ Property::Index index = actor.RegisterProperty("TEMP_PROPERTY_NAME", value);
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, false, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, false, TEST_LOCATION);
// Add a constraint
- Constraint constraint = Constraint::New< T >( actor, index, BasicCalledFunctor< T >( functorCalled ) );
- DALI_TEST_CHECK( constraint );
+ Constraint constraint = Constraint::New<T>(actor, index, BasicCalledFunctor<T>(functorCalled));
+ DALI_TEST_CHECK(constraint);
constraint.Apply();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( functorCalled, true, TEST_LOCATION );
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
}
-} // namespace UtcDaliConstraintNewFunctor
+} // namespace TestPropertyTypes
int UtcDaliConstraintTestPropertyTypesP(void)
{
// Ensure we can use a constraint functor with all supported property types
- TestPropertyTypes::Execute< bool >( false );
- TestPropertyTypes::Execute< int >( 0 );
- TestPropertyTypes::Execute< float >( 0.0f );
- TestPropertyTypes::Execute< Vector2 >( Vector2::ZERO );
- TestPropertyTypes::Execute< Vector3 >( Vector3::ZERO );
- TestPropertyTypes::Execute< Vector4 >( Vector4::ZERO );
- TestPropertyTypes::Execute< Quaternion >( Quaternion::IDENTITY );
- TestPropertyTypes::Execute< Matrix >( Matrix::IDENTITY );
- TestPropertyTypes::Execute< Matrix3 >( Matrix3::IDENTITY );
+ TestPropertyTypes::Execute<bool>(false);
+ TestPropertyTypes::Execute<int>(0);
+ TestPropertyTypes::Execute<float>(0.0f);
+ TestPropertyTypes::Execute<Vector2>(Vector2::ZERO);
+ TestPropertyTypes::Execute<Vector3>(Vector3::ZERO);
+ TestPropertyTypes::Execute<Vector4>(Vector4::ZERO);
+ TestPropertyTypes::Execute<Quaternion>(Quaternion::IDENTITY);
+ TestPropertyTypes::Execute<Matrix>(Matrix::IDENTITY);
+ TestPropertyTypes::Execute<Matrix3>(Matrix3::IDENTITY);
END_TEST;
}
///////////////////////////////////////////////////////////////////////////////
namespace
{
-void SetHalfOpacity( Vector4& current, const PropertyInputContainer& inputs )
+void SetHalfOpacity(Vector4& current, const PropertyInputContainer& inputs)
{
current.a = 0.5f;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
// Check initial value is fully opaque
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Create a constraint whose value is discarded when it is removed
- Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
- constraint.SetRemoveAction( Constraint::RemoveAction::DISCARD );
+ Constraint constraint = Constraint::New<Vector4>(actor, Actor::Property::COLOR, SetHalfOpacity);
+ constraint.SetRemoveAction(Constraint::RemoveAction::DISCARD);
constraint.Apply();
// Check value after one render, it should be constrained
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
// Render another frame, ensure the other value has also been updated
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
// Remove the actor from the stage and delete the constraint
actor.Unparent();
// Check value while off-stage, it should be fully opaque
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Add the actor back to the stage and check the value, it should be fully opaque again
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
// Check value when back on-stage, it should be fully opaque as the constraint is no longer applied to it.
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Render for another frame to ensure both buffers have the correct value
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
END_TEST;
}
TestApplication application;
Actor actor = Actor::New();
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
// Check initial value is fully opaque
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Create a constraint whose value is discarded when it is removed
- Constraint constraint = Constraint::New< Vector4 >( actor, Actor::Property::COLOR, SetHalfOpacity );
- constraint.SetRemoveAction( Constraint::RemoveAction::DISCARD );
+ Constraint constraint = Constraint::New<Vector4>(actor, Actor::Property::COLOR, SetHalfOpacity);
+ constraint.SetRemoveAction(Constraint::RemoveAction::DISCARD);
constraint.Apply();
// Check value after one render, it should be constrained
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
// Render another frame, ensure the other value has also been updated
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
// Remove the actor from the stage
actor.Unparent();
// Check value while off-stage, the constraint is no longer being applied as it's off-stage
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Check the other buffer, the constraint should not be applied to this either.
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 1.0f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 1.0f, TEST_LOCATION);
// Add the actor back to the stage and check the value, the constraint should have been re-applied
- application.GetScene().Add( actor );
+ application.GetScene().Add(actor);
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
// Render for another frame to ensure both buffers have the correct value
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.5f, TEST_LOCATION );
+ DALI_TEST_EQUALS(actor.GetCurrentProperty<Vector4>(Actor::Property::COLOR).a, 0.5f, TEST_LOCATION);
END_TEST;
}
int UtcDaliConstraintGetTargetObjectNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintSetRemoveActionNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintGetTargetPropertyNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintApplyNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintCloneNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintRemoveNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintSetTagNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintGetRemoveActionNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{
int UtcDaliConstraintGetTagNegative(void)
{
- TestApplication application;
+ TestApplication application;
Dali::Constraint instance;
try
{