END_TEST;
}
-int UtcDaliAnimationSetSpeedFactorP(void)
+int UtcDaliAnimationSetSpeedFactorP1(void)
{
TestApplication application;
+ tet_printf("Testing that setting a speed factor of 2 takes half the time\n");
+
Actor actor = Actor::New();
Stage::GetCurrent().Add(actor);
application.Render(0);
DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- finishCheck.Reset();
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP2(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
- //Test -1 speed factor. Animation will play in reverse at normal speed
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ tet_printf("Test -1 speed factor. Animation will play in reverse at normal speed\n");
animation.SetSpeedFactor( -1.0f );
// Start the animation
animation.Play();
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
application.Render(0);
DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
- //Test change speed factor on the fly
- finishCheck.Reset();
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorP3(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
//Set speed to be half of normal speed
animation.SetSpeedFactor( 0.5f );
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
- //Change speed factor while animation still playing.
- animation.SetSpeedFactor(-1.0f);
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+
+ // Check that nothing has changed after a couple of buffer swaps
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ application.Render(0);
+ DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+ END_TEST;
+}
+
+
+int UtcDaliAnimationSetSpeedFactorP4(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ Stage::GetCurrent().Add(actor);
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+
+ const Vector3 initialPosition(0.0f, 0.0f, 0.0f);
+ const Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( 0.0f, initialPosition);
+ keyframes.Add( 1.0f, targetPosition );
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+
+ tet_printf("Set speed to be half of normal speed\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ animation.SetSpeedFactor( 0.5f );
+
+ // Start the animation
+ animation.Play();
+
application.SendNotification();
application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
finishCheck.CheckSignalNotReceived();
DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
- application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond the animation duration*/);
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+
+ tet_printf("Reverse direction of animation whilst playing\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ animation.SetSpeedFactor(-0.5f);
+
+ application.SendNotification();
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+
+ application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
// We did expect the animation to finish
application.SendNotification();
END_TEST;
}
+int UtcDaliAnimationSetSpeedFactorAndRange(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
+
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData[] = {
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, /* Reverse direction */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ /**/
+ }
+ },
+
+ // ACTOR 1 - Across start of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ { 0.2f, 0.5f, // TimePeriod
+ 20.0f, 50.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 50.0f, 50.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 50.0f, /* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 30.0f,
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f
+ }
+ },
+
+ // ACTOR 2 - Across end of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.5f, 0.9f, // TimePeriod
+ /**/ 50.0f, 90.0f, // POS
+ { /**/ 50.0f, 50.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 50.0f, 50.0f, 50.0f, 60.0f,/* Reverse direction @ frame #9 */
+ /**/ 50.0f,
+ /**/ 50.0f,
+ /**/ 50.0f, 70.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }
+ },
+
+ // ACTOR 3 - Before beginning of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.1f, 0.25f, // TimePeriod
+ /**/ 10.0f, 25.0f, // POS
+ { /**/
+ /**/ 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f, 25.0f
+ /**/
+ }
+ },
+
+ // ACTOR 4 - After end of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.85f, 1.0f, // TimePeriod
+ /**/ 85.0f, 100.0f, // POS
+ { /**/
+ /**/ 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f, 85.0f
+ /**/
+ }
+ },
+ // Actor 5 - Middle of range
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ /* | reverse */
+ {/**/ 0.4f, 0.65f, // Time Period
+ /**/ 40.0f, 65.0f, // Position
+ { /**/ 40.0f, 40.0f, 50.0f, 60.0f, 65.0f,
+ /**/ 40.0f, 40.0f, 50.0f, 60.0f, // Reverse
+ /**/ 50.0f,
+ /**/ 40.0f,
+ /**/ 40.0f,
+ /**/ 65.0f,
+ /**/ 60.0f,
+ /**/ 50.0f,
+ }
+ }
+ };
+
+ const size_t NUM_ENTRIES(sizeof(testData)/sizeof(TestData));
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ std::vector<Dali::Actor> actors;
+
+ for( unsigned int actorIndex = 0; actorIndex < NUM_ENTRIES; ++actorIndex )
+ {
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData[actorIndex].startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
+
+ if( actorIndex == 0 || actorIndex == NUM_ENTRIES-1 )
+ {
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData[actorIndex].startTime, Vector3(testData[actorIndex].startX, 0, 0));
+ keyframes.Add( testData[actorIndex].endTime, Vector3(testData[actorIndex].endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+ }
+ else
+ {
+ animation.AnimateTo( Property(actor, Actor::Property::POSITION), Vector3( testData[actorIndex].endX, 0, 0 ), TimePeriod( testData[actorIndex].startTime, testData[actorIndex].endTime - testData[actorIndex].startTime) );
+ }
+ }
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ animation.SetSpeedFactor( 0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLooping(true);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0); // Frame 0 tests initial values
+
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ unsigned int actorIndex = 0u;
+ for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
+ {
+ DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+ if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+ {
+ tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
+ }
+ }
+
+ if( frame == 8 )
+ {
+ tet_printf("Reverse direction of animation whilst playing after frame 8\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ animation.SetSpeedFactor(-0.5f);
+ application.SendNotification();
+ }
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
+
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData =
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f, /* Loop */
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+ /**/ 30.0f, 40.0f, 50.0f, 60.0f, 70.0f,
+ /**/
+ }
+ };
+
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ std::vector<Dali::Actor> actors;
+
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ tet_printf("Test half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(0.5f)\n");
+ tet_printf("SetLoopCount(3)\n");
+ animation.SetSpeedFactor( 0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLoopCount(3);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0); // Frame 0 tests initial values
+
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+ if( frame < NUM_FRAMES-1 )
+ {
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+ }
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
+{
+ TestApplication application;
+
+ const unsigned int NUM_FRAMES(15);
+
+ struct TestData
+ {
+ float startTime;
+ float endTime;
+ float startX;
+ float endX;
+ float expected[NUM_FRAMES];
+ };
+
+ TestData testData =
+ // ACTOR 0
+ /*0.0f, 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f */
+ /* |----------PlayRange---------------| */
+ { 0.0f, 1.0f, // TimePeriod
+ 0.0f, 100.0f, // POS
+ {/**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ /**/ 80.0f, 70.0f, 60.0f, 50.0f, 40.0f,
+ }
+ };
+
+
+ // Build the animation
+ float durationSeconds(1.0f);
+ Animation animation = Animation::New(durationSeconds);
+ bool signalReceived(false);
+ AnimationFinishCheck finishCheck(signalReceived);
+ animation.FinishedSignal().Connect(&application, finishCheck);
+
+ std::vector<Dali::Actor> actors;
+
+ Actor actor = Actor::New();
+ actor.SetPosition( Vector3( testData.startX, 0, 0 ) );
+ actors.push_back(actor);
+ Stage::GetCurrent().Add(actor);
+
+ KeyFrames keyframes = KeyFrames::New();
+ keyframes.Add( testData.startTime, Vector3(testData.startX, 0, 0));
+ keyframes.Add( testData.endTime, Vector3(testData.endX, 0, 0));
+ animation.AnimateBetween( Property(actor, Actor::Property::POSITION), keyframes, AlphaFunction::LINEAR);
+
+ tet_printf("Test reverse half speed factor. Animation will take twice the duration\n");
+ tet_printf("Set play range to be 0.3 - 0.8 of the duration\n");
+ tet_printf("SetSpeedFactor(-0.5f)\n");
+ tet_printf("SetLoopCount(3)\n");
+ animation.SetSpeedFactor( -0.5f );
+ animation.SetPlayRange( Vector2(0.3f, 0.8f) );
+ animation.SetLoopCount(3);
+
+ // Start the animation
+ animation.Play();
+ application.SendNotification();
+ application.Render(0); // Frame 0 tests initial values
+
+ for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
+ {
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+
+ application.Render(200); // 200 ms at half speed corresponds to 0.1 s
+
+ if( frame < NUM_FRAMES-1 )
+ {
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+ }
+ }
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+ DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
int UtcDaliAnimationGetSpeedFactorP(void)
{
TestApplication application;