*/
static float TestOvershootSnapDuration(ToolkitTestApplication &application, ScrollView scrollView)
{
- Property::Index overshootPropertyX = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- Property::Index overshootPropertyY = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
-
int timeToReachOrigin = -1;
for(int i = 0;i<MAX_FRAMES_TO_TEST_OVERSHOOT;i++)
{
- float overshootXValue = scrollView.GetProperty<float>(overshootPropertyX);
- float overshootYValue = scrollView.GetProperty<float>(overshootPropertyY);
+ float overshootXValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_X);
+ float overshootYValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_Y);
if(overshootXValue == 0.0f && overshootYValue == 0.0f)
{
break;
END_TEST;
}
-int UtcDaliScrollViewTouchesRequired(void)
-{
- ToolkitTestApplication application;
- tet_infoline(" UtcDaliScrollViewTouchesRequired");
-
- // Set up a scrollView...
- ScrollView scrollView = ScrollView::New();
- Stage::GetCurrent().Add( scrollView );
- Vector2 stageSize = Stage::GetCurrent().GetSize();
- scrollView.SetSize(stageSize);
- scrollView.SetParentOrigin(ParentOrigin::TOP_LEFT);
- scrollView.SetAnchorPoint(AnchorPoint::TOP_LEFT);
-
- // Position rulers.
- RulerPtr rulerX = new DefaultRuler();
- RulerPtr rulerY = new DefaultRuler();
- rulerX->SetDomain( RulerDomain(0.0f, stageSize.width + CLAMP_EXCESS_WIDTH, true) );
- rulerY->SetDomain( RulerDomain(0.0f, stageSize.height + CLAMP_EXCESS_HEIGHT, true) );
- scrollView.SetRulerX(rulerX);
- scrollView.SetRulerY(rulerY);
- scrollView.ScrollStartedSignal().Connect( &OnScrollStart );
- scrollView.ScrollUpdatedSignal().Connect( &OnScrollUpdate );
- scrollView.ScrollCompletedSignal().Connect( &OnScrollComplete );
- scrollView.SnapStartedSignal().Connect( &OnSnapStart );
-
- scrollView.ScrollTo(CLAMP_START_SCROLL_POSITION, 0.0f); // move in a little.
- Wait(application);
-
- // First try touches required being a minimum and maximum of 2.
- scrollView.SetTouchesRequiredForPanning(2, 2, true);
- PerformGestureDiagonalSwipe(application, CLAMP_TOUCH_START, CLAMP_TOUCH_MOVEMENT, CLAMP_GESTURE_FRAMES, true);
-
- DALI_TEST_CHECK( !gOnScrollStartCalled );
- DALI_TEST_CHECK( !gOnScrollUpdateCalled );
- DALI_TEST_CHECK( !gOnScrollCompleteCalled );
- DALI_TEST_CHECK( !gOnSnapStartCalled );
-
- scrollView.ScrollTo(CLAMP_START_SCROLL_POSITION, 0.0f); // move in a little.
- Wait(application);
-
- // Second try touches required being a minimum and maximum of 1.
- scrollView.SetTouchesRequiredForPanning(1, 1, true);
- PerformGestureDiagonalSwipe(application, CLAMP_TOUCH_START, CLAMP_TOUCH_MOVEMENT * 0.1f, CLAMP_GESTURE_FRAMES * 0.1f, true);
-
- DALI_TEST_CHECK( gOnScrollStartCalled );
- DALI_TEST_CHECK( gOnScrollUpdateCalled );
- DALI_TEST_CHECK( gOnScrollCompleteCalled );
- DALI_TEST_CHECK( gOnSnapStartCalled );
- END_TEST;
-}
-
int UtcDaliScrollViewAxisAutoLock(void)
{
ToolkitTestApplication application;
a.SetPosition( TEST_ACTOR_POSITION );
Wait(application);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source(scrollView, scrollPositionProperty),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source(scrollView, ScrollView::Property::SCROLL_POSITION),
TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
constraint.SetRemoveAction(Constraint::Discard);
scrollView.ApplyConstraintToChildren(constraint);
a.SetPosition( TEST_ACTOR_POSITION );
Wait(application);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
// apply this constraint to scrollview
- Constraint constraint = Constraint::New<Vector3>( Actor::POSITION,
- Source(scrollView, scrollPositionProperty),
+ Constraint constraint = Constraint::New<Vector3>( Actor::Property::POSITION,
+ Source(scrollView, ScrollView::Property::SCROLL_POSITION),
TestSumConstraint( TEST_CONSTRAINT_OFFSET ) );
constraint.SetRemoveAction(Constraint::Discard);
// 1. Scroll page in NW (-500,-500 pixels), then inspect overshoot. (don't release touch)
Vector2 currentPos = Vector2(100.0f, 100.0f);
currentPos = PerformGestureDiagonalSwipe(application, currentPos, Vector2(5.0f, 5.0f), 100, false);
- Property::Index overshootXProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_X_PROPERTY_NAME);
- Property::Index overshootYProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_OVERSHOOT_Y_PROPERTY_NAME);
- Property::Index scrollPositionProperty = scrollView.GetPropertyIndex(ScrollView::SCROLL_POSITION_PROPERTY_NAME);
- float overshootXValue = scrollView.GetProperty<float>(overshootXProperty);
- float overshootYValue = scrollView.GetProperty<float>(overshootYProperty);
- Vector3 positionValue = scrollView.GetProperty<Vector3>(scrollPositionProperty);
+ float overshootXValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_X);
+ float overshootYValue = scrollView.GetProperty<float>(ScrollView::Property::OVERSHOOT_Y);
+ Vector3 positionValue = scrollView.GetProperty<Vector3>(ScrollView::Property::SCROLL_POSITION);
DALI_TEST_EQUALS(overshootXValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(overshootYValue, 1.0f, TEST_LOCATION);
DALI_TEST_EQUALS(positionValue, Vector3::ZERO, TEST_LOCATION);