X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-core.git;a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-Animation.cpp;h=2a46bf595582649b7436f7d246922dbccad78e3f;hp=36fb592a09b8e365d20ebb74b3f3bd4789b45c58;hb=462cbee2270984cdca45488f3733d664dcf49187;hpb=dccb112f833a42ac69e9b6fd4adac70606aba0b6 diff --git a/automated-tests/src/dali/utc-Dali-Animation.cpp b/automated-tests/src/dali/utc-Dali-Animation.cpp index 36fb592..2a46bf5 100644 --- a/automated-tests/src/dali/utc-Dali-Animation.cpp +++ b/automated-tests/src/dali/utc-Dali-Animation.cpp @@ -5781,10 +5781,11 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) application.SendNotification(); application.Render(static_cast(durationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet, but cached value should be the final one application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(durationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -5801,6 +5802,7 @@ int UtcDaliAnimationAnimateToVector2AlphaFunctionTimePeriodP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector2 >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< Vector2 >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -6518,9 +6520,21 @@ int UtcDaliAnimationAnimateToActorSizeP(void) Vector3 ninetyNinePercentProgress(targetSize * 0.99f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), 0.0f, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetSize.width, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6628,9 +6642,17 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void) float fiftyPercentProgress(startValue + (targetWidth - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( targetWidth, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_WIDTH ), targetWidth, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6672,9 +6694,17 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void) float fiftyPercentProgress(startValue + (targetHeight - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, targetHeight, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetHeight, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6716,9 +6746,17 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void) float fiftyPercentProgress(startValue + (targetDepth - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3( 0.0f, 0.0f, targetDepth ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetDepth, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6868,9 +6906,21 @@ int UtcDaliAnimationAnimateToActorPositionP(void) Vector3 seventyFivePercentProgress(targetPosition * 0.75f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), 0.0f, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), 0.0f, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetPosition.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6913,9 +6963,17 @@ int UtcDaliAnimationAnimateToActorPositionXP(void) float fiftyPercentProgress(startValue + (targetX - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( targetX, 0.0f, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), targetX, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -6961,9 +7019,17 @@ int UtcDaliAnimationAnimateToActorPositionYP(void) float fiftyPercentProgress(startValue + (targetY - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, targetY, 0.0f ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetY, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7009,9 +7075,17 @@ int UtcDaliAnimationAnimateToActorPositionZP(void) float fiftyPercentProgress(startValue + (targetZ - startValue)*0.5f); + // Should return the initial properties before play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), startValue, TEST_LOCATION ); + // Start the animation animation.Play(); + // Should return the target property after play + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, targetZ ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetZ, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7210,6 +7284,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7504,6 +7581,12 @@ int UtcDaliAnimationAnimateToActorScaleP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetScale.x, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7619,6 +7702,10 @@ int UtcDaliAnimationAnimateToActorScaleXP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( targetX, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7673,6 +7760,10 @@ int UtcDaliAnimationAnimateToActorScaleYP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, targetY, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7727,6 +7818,10 @@ int UtcDaliAnimationAnimateToActorScaleZP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3( startValue, startValue, targetZ ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7775,6 +7870,14 @@ int UtcDaliAnimationAnimateToActorColorP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetColor.r, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetColor.g, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetColor.a, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7900,6 +8003,10 @@ int UtcDaliAnimationAnimateToActorColorRedP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( targetRed, startValue, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_RED ), targetRed, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -7958,6 +8065,10 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, targetGreen, startValue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_GREEN ), targetGreen, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -8016,6 +8127,10 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, targetBlue, startValue ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetBlue, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -8074,6 +8189,11 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void) // Start the animation animation.Play(); + // Target value should be retrievable straight away + DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Vector4( startValue, startValue, startValue, targetAlpha ), TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetAlpha, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( DevelActor::Property::OPACITY ), targetAlpha, TEST_LOCATION ); + bool signalReceived(false); AnimationFinishCheck finishCheck(signalReceived); animation.FinishedSignal().Connect(&application, finishCheck); @@ -10085,10 +10205,11 @@ int UtcDaliAnimationExtendDurationP(void) application.SendNotification(); application.Render(static_cast(extendedDurationSeconds*500.0f)/* 50% animation progress, 0% animator progress */); - // We didn't expect the animation to finish yet + // We didn't expect the animation to finish yet, but cached value should be the final one application.SendNotification(); finishCheck.CheckSignalNotReceived(); - DALI_TEST_EQUALS( actor.GetProperty(index), startValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), startValue, TEST_LOCATION ); application.SendNotification(); application.Render(static_cast(extendedDurationSeconds*250.0f)/* 75% animation progress, 50% animator progress */); @@ -10105,6 +10226,7 @@ int UtcDaliAnimationExtendDurationP(void) application.SendNotification(); finishCheck.CheckSignalReceived(); DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, index ), targetValue, TEST_LOCATION ); + DALI_TEST_EQUALS( actor.GetProperty< float >( index ), targetValue, TEST_LOCATION ); END_TEST; } @@ -10475,7 +10597,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol // Build the animation Animation animation = Animation::New(2.0f); - tet_infoline("Set target size in animation without intiating play"); + tet_infoline("Set target size in animation without initiating play"); animation.AnimateTo(Property(actor, Actor::Property::SIZE), targetSizes[0], AlphaFunction::LINEAR); tet_infoline("Set target position in animation without intiating play"); animation.AnimateTo(Property(actor, Actor::Property::COLOR_RED), targetColors[0], AlphaFunction::LINEAR); @@ -10484,7 +10606,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol application.SendNotification(); application.Render(); - tet_infoline("Ensure position of actor is still at intial size and position"); + tet_infoline("Ensure position of actor is still at initial size and position"); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), initialSize.x, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), initialSize.y, TEST_LOCATION ); @@ -10496,7 +10618,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsSizeAndPositionCol application.SendNotification(); application.Render(2000u); - tet_infoline("Ensure position and size of actor is at target value when aninmation playing"); + tet_infoline("Ensure position and size of actor is at target value when animation playing"); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_WIDTH), targetSizes[1].x, TEST_LOCATION ); DALI_TEST_EQUALS( actor.GetProperty(Actor::Property::SIZE_HEIGHT), targetSizes[1].y, TEST_LOCATION );