animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, AlphaFunction::LINEAR );
animation.Play();
+ DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition2, TEST_LOCATION );
+
// Perform 1000ms worth of updates at which point animation should have completed.
Wait(application, 1000);
DALI_TEST_EQUALS( task.GetCurrentViewportPosition(), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_POSITION ), newPosition3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
END_TEST;
}
animation.AnimateTo( Property( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, AlphaFunction::LINEAR );
animation.Play();
+ DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize2, TEST_LOCATION );
+
// Perform 1000ms worth of updates at which point animation should have completed.
Wait(application, 1000);
DALI_TEST_EQUALS( task.GetCurrentViewportSize(), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( task, RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( task.GetProperty< Vector2 >( RenderTask::Property::VIEWPORT_SIZE ), newSize3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
END_TEST;
}
DALI_TEST_EQUALS( task.GetClearColor(), testColor2, TEST_LOCATION );
DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+
+ Vector4 newColor3(10.0f, 10.0f, 20.0f, 30.0f);
+ Animation animation = Animation::New(1.0f);
+ animation.AnimateTo( Property( task, RenderTask::Property::CLEAR_COLOR ), newColor3, AlphaFunction::LINEAR );
+ animation.Play();
+
+ DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), testColor2, TEST_LOCATION );
+
+ // Perform 1000ms worth of updates at which point animation should have completed.
+ Wait(application, 1000);
+ DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector4 >( task, RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+ DALI_TEST_EQUALS( task.GetProperty< Vector4 >( RenderTask::Property::CLEAR_COLOR ), newColor3, Math::MACHINE_EPSILON_1, TEST_LOCATION );
+
END_TEST;
}