#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include <dali-toolkit/public-api/transition/transition-set.h>
#include <dali-toolkit/public-api/transition/transition-base.h>
-#include <dali-toolkit/public-api/transition/fade.h>
+#include <dali-toolkit/public-api/transition/fade-transition.h>
using namespace Dali;
using namespace Dali::Toolkit;
bool& mSignalReceived; // owned by individual tests
};
-int UtcDaliFadeSetGetProperty(void)
+int UtcDaliFadeTransitionSetGetProperty(void)
{
ToolkitTestApplication application;
- tet_infoline("UtcDaliFadeSetGetProperty");
+ tet_infoline("UtcDaliFadeTransitionSetGetProperty");
Control control = Control::New();
- Fade fade = Fade::New(control, 0.5, TimePeriod(-0.5f, -0.5f));
+ FadeTransition fade = FadeTransition::New(control, 0.5, TimePeriod(-0.5f, -0.5f));
TimePeriod timePeriod = fade.GetTimePeriod();
DALI_TEST_EQUALS(0.0f, timePeriod.delaySeconds, TEST_LOCATION);
END_TEST;
}
-int UtcDaliFadeWithOffScene(void)
+int UtcDaliFadeTransitionWithOffScene(void)
{
ToolkitTestApplication application;
- tet_infoline("UtcDaliFadeWithOffScene");
+ tet_infoline("UtcDaliFadeTransitionWithOffScene");
Control control = Control::New();
control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
DALI_TEST_EQUALS(1.0f, control.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
- Fade fade = Fade::New(control, 0.5, TimePeriod(0.5f));
+ FadeTransition fade = FadeTransition::New(control, 0.5, TimePeriod(0.5f));
fade.SetAppearingTransition(false); // set fade out
TransitionSet transitionSet = TransitionSet::New();
transitionSet.AddTransition(fade);
END_TEST;
}
-int UtcDaliFadeOut(void)
+int UtcDaliFadeTransitionDisappearing(void)
{
ToolkitTestApplication application;
- tet_infoline("UtcDaliFadeOut");
+ tet_infoline("UtcDaliFadeTransitionOut");
Control control = Control::New();
control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
DALI_TEST_EQUALS(1.0f, control.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
- Fade fade = Fade::New(control, 0.5, TimePeriod(0.5f));
+ FadeTransition fade = FadeTransition::New(control, 0.5, TimePeriod(0.5f));
fade.SetAppearingTransition(false); // set fade out
TransitionSet transitionSet = TransitionSet::New();
transitionSet.AddTransition(fade);
END_TEST;
}
-int UtcDaliFadeIn(void)
+int UtcDaliFadeTransitionAppearing(void)
{
ToolkitTestApplication application;
- tet_infoline("UtcDaliFadeIn");
+ tet_infoline("UtcDaliFadeTransitionIn");
Control control = Control::New();
control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
DALI_TEST_EQUALS(1.0f, control.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
- Fade fade = Fade::New(control, 0.5, TimePeriod(0.5f));
+ FadeTransition fade = FadeTransition::New(control, 0.5, TimePeriod(0.5f));
fade.SetAppearingTransition(true); // set fade in
TransitionSet transitionSet = TransitionSet::New();
transitionSet.AddTransition(fade);
END_TEST;
}
+
+
+int UtcDaliFadeTransitionAppearingWithDelay(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline("UtcDaliFadeTransitionIn");
+
+ Control control = Control::New();
+ control.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_LEFT);
+ control.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ control.SetProperty(Actor::Property::POSITION, Vector3(100, 200, 0));
+ control.SetProperty(Actor::Property::SIZE, Vector3(150, 150, 0));
+ control.SetProperty(Actor::Property::OPACITY, 1.0f);
+ Property::Map controlProperty;
+ controlProperty.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::COLOR);
+ controlProperty.Insert(Toolkit::ColorVisual::Property::MIX_COLOR, Vector4(1.0f, 0.0f, 0.0f, 1.0f));
+ control.SetProperty(Toolkit::Control::Property::BACKGROUND, controlProperty);
+
+ application.GetScene().Add(control);
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(1.0f, control.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
+
+ FadeTransition fade = FadeTransition::New(control, 0.5, TimePeriod(0.5f, 0.5f));
+ fade.SetAppearingTransition(true); // set fade in
+ TransitionSet transitionSet = TransitionSet::New();
+ transitionSet.AddTransition(fade);
+ transitionSet.Play();
+
+ bool signalReceived(false);
+ TransitionFinishCheck finishCheck(signalReceived);
+ transitionSet.FinishedSignal().Connect(&application, finishCheck);
+
+ application.SendNotification();
+ application.Render(400);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ float currentOpacity = control.GetCurrentProperty<float>(Actor::Property::OPACITY);
+ DALI_TEST_CHECK(currentOpacity <= 0.01f);
+
+ application.SendNotification();
+ application.Render(500);
+
+ // We didn't expect the animation to finish yet
+ application.SendNotification();
+ finishCheck.CheckSignalNotReceived();
+
+ currentOpacity = control.GetCurrentProperty<float>(Actor::Property::OPACITY);
+ DALI_TEST_CHECK(currentOpacity <= 1.0 && currentOpacity >= 0.8);
+
+ application.SendNotification();
+ application.Render(200);
+
+ // We did expect the animation to finish
+ application.SendNotification();
+ finishCheck.CheckSignalReceived();
+
+ application.SendNotification();
+ application.Render(20);
+
+ DALI_TEST_EQUALS(1.0f, control.GetCurrentProperty<float>(Actor::Property::OPACITY), TEST_LOCATION);
+
+ END_TEST;
+}