+
+int UtcDaliImageVisualLoadPolicy01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image before attaching to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ // Ensure texture has been uploaded
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture loading starts after visual created" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
+ tet_infoline( "Ensure nothing triggers another load as texure already loaded" );
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+
+ // Ensure texture is deleted when no longer needed (ref count was correct )
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy01 Load a visual image only after attached to stage" );
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+
+ const unsigned int TIME_OUT_3_SECONDS = 3;
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1, TIME_OUT_3_SECONDS ), false, TEST_LOCATION );
+
+ // Act on meeage queue even although nothing expected to load
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture is not generated yet" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), false, TEST_LOCATION );
+ textureTrace.Reset();
+
+ tet_infoline( "Register visuals with control and ensure it has the only handles" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Ensure texture generated and renderer created" );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+
+ // Ensure texture is delete when no longer needed
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ DALI_TEST_EQUALS( textureTrace.CountMethod("DeleteTextures"), 1, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy03 Load a visual image and receive ResourceReady Signal when loaded" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing 'false' into an API.
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal without adding to stage" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( not staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load resource" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ // Ensure texture has been uploaded
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy04(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy04 First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+
+ const bool VISUAL_NOT_ENABLED( false ); // Instead of just passing false into an API.
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+
+ tet_infoline( "Create visual with IMMEDIATE load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded even if visual not enabled( staged )" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual, VISUAL_NOT_ENABLED );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::IMMEDIATE );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetSize(200.f, 200.f);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+int UtcDaliImageVisualLoadPolicy05(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualLoadPolicy05 LoadPolicy::ATTACHED (default) First part Load a visual image before attaching to stage");
+ tet_infoline( "Second part, Reuse the same image in aonther control and check resource ready signal fired" );
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ tet_infoline( "Create a control and connect to resource ready signal" );
+ DummyControl actor = DummyControl::New(true);
+ actor.ResourceReadySignal().Connect( &ResourceReadySignal);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor.SetSize(200.f, 200.f);
+ Stage::GetCurrent().Add( actor );
+
+ tet_infoline( "Create visual with ATTACHED load policy" );
+ Visual::Base imageVisual = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+
+ tet_infoline( "Registering visual allows control to get a signal once loaded" );
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ imageVisual.Reset(); // reduce ref count so only the control keeps the visual alive.
+
+ tet_infoline( "Allow image time to load" );
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Testing texture is loaded and resource ready signal fired" );
+ DALI_TEST_EQUALS( textureTrace.FindMethod("GenTextures"), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ tet_infoline( "Original control correctly signalled, now testing for signal with new Control reusing the image" );
+
+ gResourceReadySignalFired = false; // Reset signal check ready for testing next Control
+ Visual::Base imageVisual2 = CreateVisualWithPolicy( TEST_IMAGE_FILE_NAME, DevelImageVisual::Property::LOAD_POLICY, DevelImageVisual::LoadPolicy::ATTACHED );
+ DummyControl actor2 = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl2 = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ actor2.ResourceReadySignal().Connect( &ResourceReadySignal);
+
+ tet_infoline( "Registering visual this should trigger the loading signal as is already image loaded for previous control" );
+ dummyImpl2.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual2 );
+ imageVisual2.Reset(); // reduce ref count so only the control keeps the visual alive.
+ actor2.SetSize(200.f, 200.f);
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 0 ), true, TEST_LOCATION ); // Not expecting any further loading as texture is being reused.
+ DALI_TEST_EQUALS( gResourceReadySignalFired, true, TEST_LOCATION );
+
+ END_TEST;
+}
+
+
+int UtcDaliImageVisualOrientationCorrection(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliImageVisualOrientationCorrection Enabling OrientationCorrection should rotate an image with exif (90deg) orientation data with requested" );
+
+ VisualFactory factory = VisualFactory::Get();
+ tet_infoline( "Create visual with Orientation correction set OFF" );
+ Property::Map propertyMap;
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_ROTATED_IMAGE );
+ propertyMap.Insert( DevelImageVisual::Property::ORIENTATION_CORRECTION, false );
+ Visual::Base imageVisual = factory.CreateVisual( propertyMap );
+
+ tet_infoline( "Create control for visual, need to loaded it" );
+ DummyControl actor = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(actor.GetImplementation());
+ Stage::GetCurrent().Add( actor );
+
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Vector2 originalImageSize;
+ tet_infoline( "Get size of original visual to compare later with rotated image" );
+ imageVisual.GetNaturalSize( originalImageSize );
+ DALI_TEST_GREATER( originalImageSize.width, originalImageSize.height, TEST_LOCATION ); // Width and Height must be different for this test.
+ imageVisual.Reset(); // remove handle so can unregister it and remove from cache
+ dummyImpl.UnregisterVisual( DummyControl::Property::TEST_VISUAL );
+ application.SendNotification();
+ application.Render();
+
+ tet_infoline( "Create visual with Orientation correction set ON " );
+ propertyMap.Clear();
+ propertyMap.Insert( Visual::Property::TYPE, Visual::IMAGE );
+ propertyMap.Insert( ImageVisual::Property::URL, TEST_ROTATED_IMAGE );
+ propertyMap.Insert( DevelImageVisual::Property::ORIENTATION_CORRECTION, true );
+ imageVisual = factory.CreateVisual( propertyMap );
+
+ dummyImpl.RegisterVisual( DummyControl::Property::TEST_VISUAL, imageVisual );
+ // Wait for image to load
+ DALI_TEST_EQUALS( Test::WaitForEventThreadTrigger( 1 ), true, TEST_LOCATION );
+
+ Vector2 rotatedImageSize;
+ imageVisual.GetNaturalSize( rotatedImageSize );
+ tet_infoline( "Confirm that visual has rotated" );
+ DALI_TEST_EQUALS( originalImageSize.width, rotatedImageSize.height , TEST_LOCATION );
+ DALI_TEST_EQUALS( originalImageSize.height, rotatedImageSize.width , TEST_LOCATION );
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // check the Property::ORIENTATION_CORRECTION value from the returned map
+ Property::Value* typeValue = resultMap.Find( DevelImageVisual::Property::ORIENTATION_CORRECTION, Property::BOOLEAN );
+ DALI_TEST_EQUALS( typeValue->Get<bool>(), true, TEST_LOCATION );
+
+ END_TEST;
+}