/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2014-2016 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.
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/devel-api/builder/builder.h>
#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali-toolkit/dali-toolkit.h>
+#include <dali/devel-api/object/type-registry-helper.h>
+#include <test-button.h>
+#include <test-animation-data.h>
#define STRINGIFY(A)#A
" \"vertexPrefix\": \"\",\n"
" \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
" \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
+ " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
" \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
" },\n"
" \"geometryHints\": \"HINT_NONE\",\n"
" \"vertexPrefix\": \"\",\n"
" \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
" \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
+ " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
" \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
" },\n"
" \"geometryHints\": \"HINT_NONE\",\n"
" \"vertexPrefix\": \"\",\n"
" \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
" \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
+ " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
" \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
" },\n"
" \"geometryHints\": \"HINT_NONE\",\n"
" \"vertexPrefix\": \"\",\n"
" \"vertex\": \"void main(void)\\n{\\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\\n vTexCoord = aTexCoord;\\n}\\n\\n\",\n"
" \"fragmentPrefix\": \"\",\n"
- " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = uTextureRect.zw - uTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
+ " \"fragment\": \"precision mediump float;\\nuniform float uAmplitude; // 0.02; (< 1)\\nuniform float uTime;\\nvoid main()\\n{\\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\\n highp float len = length(pos);\\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \\n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\\n}\\n\\n\\n\",\n"
" \"geometryType\": \"GEOMETRY_TYPE_IMAGE\"\n"
" },\n"
" \"geometryHints\": \"HINT_NONE\",\n"
END_TEST;
}
+
+#define CHECK_MAP_ELEMENT( xMap, xKey, xType, xPropType, xExpected, xLocation ) \
+ { \
+ Property::Value* value = xMap->Find( xKey ); \
+ DALI_TEST_EQUALS( value==NULL, false, xLocation); \
+ if( value != NULL ) \
+ { \
+ DALI_TEST_EQUALS( value->GetType(), xPropType, xLocation ); \
+ xType result; \
+ value->Get(result); \
+ DALI_TEST_EQUALS( result, xExpected, TEST_LOCATION ); \
+ std::ostringstream oss; \
+ oss << "Animation element " << xKey << "= " << result << std::endl; \
+ tet_printf( oss.str().c_str() ); \
+ } \
+ else \
+ { \
+ tet_printf("Can't find map element " xKey "\n"); \
+ } \
+ }
+
+
+int UtcDaliBuilderMapping01(void)
+{
+ ToolkitTestApplication application;
+
+ const char* json =
+ "{\n"
+ " \"mappings\":\n"
+ " {\n"
+ " \"buttonPressFadeOut\":{\n"
+ " \"alphaFunction\":\"EASE_OUT\",\n"
+ " \"timePeriod\":{\n"
+ " \"delay\":0.0,\n"
+ " \"duration\":0.4\n"
+ " }\n"
+ " },\n"
+ " \"buttonPressFadeIn\":{\n"
+ " \"alphaFunction\":\"EASE_IN\",\n"
+ " \"timePeriod\":{\n"
+ " \"delay\":0.4,\n"
+ " \"duration\":0.5\n"
+ " }\n"
+ " },\n"
+ " \"transition:buttonPressed\":\n"
+ " [\n"
+ " {\n"
+ " \"target\": \"unselectedBackgroundRenderer\",\n"
+ " \"property\": \"opacity\",\n"
+ " \"value\": 0,\n"
+ " \"animator\":\"<buttonPressFadeOut>\"\n"
+ " }\n"
+ " ],\n"
+ " \"transition:buttonReleased\":\n"
+ " [\n"
+ " {\n"
+ " \"target\": \"unselectedBackgroundRenderer\",\n"
+ " \"property\": \"opacity\",\n"
+ " \"value\": 1,\n"
+ " \"animator\":\"<buttonPressFadeIn>\"\n"
+ " },\n"
+ " {\n"
+ " \"target\": \"unselectedForegroundRenderer\",\n"
+ " \"property\": \"scale\",\n"
+ " \"value\": [ 1, 1, 1 ],\n"
+ " \"animator\":\"<buttonPressFadeIn>\"\n"
+ " },\n"
+ " {\n"
+ " \"target\": \"selectedBackgroundRenderer\",\n"
+ " \"property\": \"opacity\",\n"
+ " \"value\": 0,\n"
+ " \"animator\": \"<buttonPressFadeOut>\"\n"
+ " },\n"
+ " {\n"
+ " \"target\": \"selectedForegroundRenderer\",\n"
+ " \"property\": \"scale\",\n"
+ " \"value\": [ 0, 0, 0 ],\n"
+ " \"animator\":\"<buttonPressFadeOut>\"\n"
+ " }\n"
+ " ]\n"
+ " },\n"
+ " \"styles\":\n"
+ " {\n"
+ " \"testbutton\":\n"
+ " {\n"
+ " \"pressTransition\":\"<transition:buttonPressed>\",\n"
+ " \"releaseTransition\":\"<transition:buttonReleased>\"\n"
+ " }\n"
+ " }\n"
+ "}\n";
+
+ Builder builder = Builder::New();
+ builder.LoadFromString( json );
+
+ Test::TestButton testButton = Test::TestButton::New();
+ Stage::GetCurrent().Add( testButton );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( builder.ApplyStyle( "testbutton", testButton ) );
+
+ // Now check that it has loaded the transition correctly:
+ Property::Value transition = testButton.GetProperty(Test::TestButton::Property::PRESS_TRANSITION);
+ DALI_TEST_EQUALS( transition.GetType(), Property::ARRAY, TEST_LOCATION );
+ Property::Array* array = transition.GetArray();
+
+ DALI_TEST_EQUALS( array->Size(), 1, TEST_LOCATION );
+ Property::Value element = array->GetElementAt(0);
+ DALI_TEST_CHECK( element.GetType() == Property::MAP );
+ Property::Map* map = element.GetMap();
+
+ CHECK_MAP_ELEMENT(map, "target", std::string, Property::STRING, "unselectedBackgroundRenderer", TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "property", std::string, Property::STRING, "opacity", TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "alphaFunction", int, Property::INTEGER, (int)Dali::AlphaFunction::EASE_OUT, TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "timePeriodDelay", float, Property::FLOAT, 0.0f, TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "timePeriodDuration", float, Property::FLOAT, 0.4f, TEST_LOCATION);
+
+ END_TEST;
+}
+
+
+int UtcDaliBuilderMappingCycleCheck(void)
+{
+ ToolkitTestApplication application;
+
+ std::string json(
+ "{\n"
+ " \"mappings\":\n"
+ " {\n"
+ " \"cyclicKey1\":\"<cyclicKey1>\",\n"
+ " \"cyclicKey2\":\"<cyclicKey3>\",\n"
+ " \"cyclicKey3\":\"<cyclicKey2>\",\n"
+ " \"FadeOut\":{\n"
+ " \"alphaFunction\":\"EASE_IN\",\n"
+ " \"timePeriod\":{\n"
+ " \"delay\":\"<cyclicKey3>\",\n"
+ " \"duration\":0.6\n"
+ " }\n"
+ " },\n"
+ " \"transition:buttonPressed\":\n"
+ " [\n"
+ " {\n"
+ " \"target\": \"<cyclicKey1>\",\n"
+ " \"property\": \"<cyclicKey2>\",\n"
+ " \"value\": 0,\n"
+ " \"animator\":\"<FadeOut>\"\n"
+ " }\n"
+ " ]\n"
+ " },\n"
+ " \"styles\":\n"
+ " {\n"
+ " \"testbutton\":\n"
+ " {\n"
+ " \"pressTransition\":\"<transition:buttonPressed>\",\n"
+ " \"releaseTransition\":\"<cyclicKey2>\",\n"
+ " \"disabledTransition\":\"<cyclicKey3>\",\n"
+ " \"enabledTransition\":\"<unknownKey>\"\n"
+ " }\n"
+ " }\n"
+ "}\n");
+
+ Builder builder = Builder::New();
+ builder.LoadFromString( json );
+
+ Test::TestButton testButton = Test::TestButton::New();
+ Stage::GetCurrent().Add( testButton );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( builder.ApplyStyle( "testbutton", testButton ) );
+
+ // Now check that it has loaded the transition correctly:
+ Property::Value transition = testButton.GetProperty(Test::TestButton::Property::PRESS_TRANSITION);
+ DALI_TEST_EQUALS( transition.GetType(), Property::ARRAY, TEST_LOCATION );
+ Property::Array* array = transition.GetArray();
+
+ DALI_TEST_EQUALS( array->Size(), 1, TEST_LOCATION );
+ Property::Value element = array->GetElementAt(0);
+ DALI_TEST_CHECK( element.GetType() == Property::MAP );
+ Property::Map* map = element.GetMap();
+
+ CHECK_MAP_ELEMENT(map, "target", std::string, Property::STRING, "", TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "property", std::string, Property::STRING, "", TEST_LOCATION);
+ CHECK_MAP_ELEMENT(map, "timePeriodDuration", float, Property::FLOAT, 0.6f, TEST_LOCATION);
+
+ END_TEST;
+}