#include <dali/integration-api/events/tap-gesture-event.h>
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
+#include <dali-toolkit/devel-api/controls/text-controls/text-editor-devel.h>
using namespace Dali;
using namespace Toolkit;
const char* const PROPERTY_NAME_OUTLINE = "outline";
const char* const PROPERTY_NAME_INPUT_OUTLINE = "inputOutline";
+const char* const PROPERTY_NAME_SMOOTH_SCROLL = "smoothScroll";
+const char* const PROPERTY_NAME_SMOOTH_SCROLL_DURATION = "smoothScrollDuration";
+const char* const PROPERTY_NAME_ENABLE_SCROLL_BAR = "enableScrollBar";
+const char* const PROPERTY_NAME_SCROLL_BAR_SHOW_DURATION = "scrollBarShowDuration";
+const char* const PROPERTY_NAME_SCROLL_BAR_FADE_DURATION = "scrollBarFadeDuration";
+
const int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
const Dali::Vector4 LIGHT_BLUE( 0.75f, 0.96f, 1.f, 1.f ); // The text highlight color.
const unsigned int DEFAULT_FONT_SIZE = 1152u;
const std::string DEFAULT_FONT_DIR( "/resources/fonts" );
+const int KEY_A_CODE = 38;
+const int KEY_D_CODE = 40;
+const int KEY_WHITE_SPACE_CODE = 65;
+
static bool gTextChangedCallBackCalled;
static bool gInputStyleChangedCallbackCalled;
static Dali::Toolkit::TextEditor::InputStyle::Mask gInputStyleMask;
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_INPUT_EMBOSS ) == TextEditor::Property::INPUT_EMBOSS );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_OUTLINE ) == TextEditor::Property::OUTLINE );
DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_INPUT_OUTLINE ) == TextEditor::Property::INPUT_OUTLINE );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_SMOOTH_SCROLL ) == DevelTextEditor::Property::SMOOTH_SCROLL );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_SMOOTH_SCROLL_DURATION ) == DevelTextEditor::Property::SMOOTH_SCROLL_DURATION );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_ENABLE_SCROLL_BAR ) == DevelTextEditor::Property::ENABLE_SCROLL_BAR );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_SCROLL_BAR_SHOW_DURATION ) == DevelTextEditor::Property::SCROLL_BAR_SHOW_DURATION );
+ DALI_TEST_CHECK( editor.GetPropertyIndex( PROPERTY_NAME_SCROLL_BAR_FADE_DURATION ) == DevelTextEditor::Property::SCROLL_BAR_FADE_DURATION );
END_TEST;
}
editor.SetProperty( TextEditor::Property::INPUT_OUTLINE, "Outline input properties" );
DALI_TEST_EQUALS( editor.GetProperty<std::string>( TextEditor::Property::INPUT_OUTLINE ), std::string("Outline input properties"), TEST_LOCATION );
+ // Check the smooth scroll property
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::SMOOTH_SCROLL ), false, TEST_LOCATION );
+ editor.SetProperty( DevelTextEditor::Property::SMOOTH_SCROLL, true );
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::SMOOTH_SCROLL ), true, TEST_LOCATION );
+
+ // Check the smooth scroll duration property
+ editor.SetProperty( DevelTextEditor::Property::SMOOTH_SCROLL_DURATION, 0.2f );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SMOOTH_SCROLL_DURATION ), 0.2f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+
+ // Check the scroll bar property
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::ENABLE_SCROLL_BAR ), false, TEST_LOCATION );
+ editor.SetProperty( DevelTextEditor::Property::ENABLE_SCROLL_BAR, true );
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::ENABLE_SCROLL_BAR ), true, TEST_LOCATION );
+
+ editor.SetProperty( DevelTextEditor::Property::SCROLL_BAR_SHOW_DURATION, 0.3f );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SCROLL_BAR_SHOW_DURATION ), 0.3f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ editor.SetProperty( DevelTextEditor::Property::SCROLL_BAR_FADE_DURATION, 0.2f );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SCROLL_BAR_FADE_DURATION ), 0.2f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+
END_TEST;
}
editor.SetKeyInputFocus();
gTextChangedCallBackCalled = false;
- application.ProcessEvent( GenerateKey( "D", "D", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "D", "D", KEY_D_CODE, 0, 0, Integration::KeyEvent::Down ) );
DALI_TEST_CHECK( gTextChangedCallBackCalled );
END_TEST;
editor.SetProperty( TextEditor::Property::INPUT_EMBOSS, "emboss" );
editor.SetProperty( TextEditor::Property::INPUT_OUTLINE, "outline" );
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
application.Render();
// Add a key event but as the text editor has not the focus it should do nothing.
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
application.Render();
// Now the text editor has the focus, so it can handle the key events.
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
application.Render();
// The second text editor has the focus. It should handle the key events.
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
application.SendNotification();
application.Render();
- // Check there are the expected number of children ( offscreen root actor, and the offscreen image view
- DALI_TEST_EQUALS( editor.GetChildCount(), 2u, TEST_LOCATION );
-
- Actor offscreenRoot = editor.GetChildAt( 0u );
- DALI_TEST_CHECK( offscreenRoot.IsLayer() );
- DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor.
+ // Check there are the expected number of children (the stencil).
+ DALI_TEST_EQUALS( editor.GetChildCount(), 1u, TEST_LOCATION );
- Actor offscreenImage = editor.GetChildAt( 1u );
- DALI_TEST_CHECK( offscreenImage );
+ Actor stencil = editor.GetChildAt( 0u );
// Create a tap event to touch the text editor.
application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 150.0f, 25.0f ) ) );
application.SendNotification();
application.Render();
- Actor layer = editor.GetChildAt( 2u );
+ Actor layer = editor.GetChildAt( 1u );
DALI_TEST_CHECK( layer.IsLayer() );
DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
- DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor.
+ DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
// Now the text editor has the focus, so it can handle the key events.
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
- application.ProcessEvent( GenerateKey( "a", "a", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "a", "a", KEY_A_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
// Checks the cursor and the renderer have been created.
DALI_TEST_EQUALS( layer.GetChildCount(), 1u, TEST_LOCATION ); // The cursor.
- DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 2u, TEST_LOCATION ); // The camera actor and the renderer
+ DALI_TEST_EQUALS( stencil.GetChildCount(), 1u, TEST_LOCATION ); // The renderer
Control cursor = Control::DownCast( layer.GetChildAt( 0u ) );
DALI_TEST_CHECK( cursor );
- CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
- DALI_TEST_CHECK( camera );
-
- // The offscreen root actor has a container with all the actors which contain the text renderers.
- Actor container = offscreenRoot.GetChildAt( 1u );
+ // The stencil actor has a container with all the actors which contain the text renderers.
+ Actor container = stencil.GetChildAt( 0u );
for( unsigned int index = 0; index < container.GetChildCount(); ++index )
{
Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
DALI_TEST_EQUALS( position2, position6, TEST_LOCATION );// Should be in the same position2.
// Should not be a renderer.
- DALI_TEST_EQUALS( offscreenRoot.GetChildCount(), 1u, TEST_LOCATION ); // The camera actor only.
+ DALI_TEST_EQUALS( stencil.GetChildCount(), 0u, TEST_LOCATION );
END_TEST;
}
application.SendNotification();
application.Render();
- // The offscreen root actor should have three actors: the camera, a renderer and the highlight actor.
- Actor offscreenRoot = editor.GetChildAt( 0u );
- DALI_TEST_CHECK( offscreenRoot.IsLayer() );
-
- CameraActor camera = CameraActor::DownCast( offscreenRoot.GetChildAt( 0u ) );
- DALI_TEST_CHECK( camera );
+ // The stencil actor should have two actors: the renderer and the highlight actor.
+ Actor stencil = editor.GetChildAt( 0u );
- // The offscreen root actor has a container with all the actors which contain the text renderers.
- Actor container = offscreenRoot.GetChildAt( 1u );
+ // The stencil actor has a container with all the actors which contain the text renderers.
+ Actor container = stencil.GetChildAt( 0u );
for( unsigned int index = 0; index < container.GetChildCount(); ++index )
{
Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
DALI_TEST_CHECK( renderer );
}
- Renderer highlight = offscreenRoot.GetChildAt( 2u ).GetRendererAt( 0u );
+ Renderer highlight = stencil.GetChildAt( 1u ).GetRendererAt( 0u );
DALI_TEST_CHECK( highlight );
END_TEST;
}
// Add a character
- application.ProcessEvent( GenerateKey( "d", "d", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "d", "d", KEY_D_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
}
// Add a character
- application.ProcessEvent( GenerateKey( " ", " ", 0, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( " ", " ", KEY_WHITE_SPACE_CODE, 0, 0, Integration::KeyEvent::Down ) );
// Render and notify
application.SendNotification();
END_TEST;
}
+
+int utcDaliTextEditorEvent05(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" utcDaliTextEditorEvent05");
+
+ // Checks if the highlight actor is created.
+
+ TextEditor editor = TextEditor::New();
+ DALI_TEST_CHECK( editor );
+
+ Stage::GetCurrent().Add( editor );
+
+ editor.SetProperty( TextEditor::Property::TEXT, "Hello\nworl" );
+ editor.SetProperty( TextEditor::Property::POINT_SIZE, 10.f );
+ editor.SetSize( 50.f, 50.f );
+ editor.SetParentOrigin( ParentOrigin::TOP_LEFT );
+ editor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
+ editor.SetProperty( DevelTextEditor::Property::SMOOTH_SCROLL, true );
+ editor.SetProperty( DevelTextEditor::Property::SMOOTH_SCROLL_DURATION, 0.2f );
+ editor.SetProperty( DevelTextEditor::Property::ENABLE_SCROLL_BAR, true );
+ editor.SetProperty( DevelTextEditor::Property::SCROLL_BAR_SHOW_DURATION, 0.3f );
+ editor.SetProperty( DevelTextEditor::Property::SCROLL_BAR_FADE_DURATION, 0.2f );
+
+ // Avoid a crash when core load gl resources.
+ application.GetGlAbstraction().SetCheckFramebufferStatusResult( GL_FRAMEBUFFER_COMPLETE );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Tap on the text editor
+ application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+ application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, Vector2( 3.f, 25.0f ) ) );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Move at the end of the text.
+ application.ProcessEvent( GenerateKey( "", "", DALI_KEY_CURSOR_DOWN, 0, 0, Integration::KeyEvent::Down ) );
+ application.ProcessEvent( GenerateKey( "", "", DALI_KEY_CURSOR_DOWN, 0, 0, Integration::KeyEvent::Down ) );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ for( unsigned int index = 0u; index < 10u; ++index )
+ {
+ // Add a character
+ application.ProcessEvent( GenerateKey( "d", "d", KEY_D_CODE, 0, 0, Integration::KeyEvent::Down ) );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+ }
+ // Modify duration after scroll is enabled
+ editor.SetProperty( DevelTextEditor::Property::SMOOTH_SCROLL_DURATION, 0.1f );
+
+ // Continuous scroll left to increase coverage
+ for( unsigned int index = 0u; index < 10u; ++index )
+ {
+ application.ProcessEvent( GenerateKey( "", "", DALI_KEY_CURSOR_LEFT, 0, 0, Integration::KeyEvent::Down ) );
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+ }
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SMOOTH_SCROLL_DURATION ), 0.1f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::SMOOTH_SCROLL ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( editor.GetProperty<bool>( DevelTextEditor::Property::ENABLE_SCROLL_BAR ), true, TEST_LOCATION );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SCROLL_BAR_SHOW_DURATION ), 0.3f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+ DALI_TEST_EQUALS( editor.GetProperty<float>( DevelTextEditor::Property::SCROLL_BAR_FADE_DURATION ), 0.2f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+
+ // Press Escape to increase coverage
+ application.ProcessEvent( GenerateKey( "", "", DALI_KEY_ESCAPE, 0, 0, Integration::KeyEvent::Up ) );
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_CHECK( !editor.HasKeyInputFocus() );
+
+ END_TEST;
+}