const char* const PROPERTY_NAME_INPUT_OUTLINE = "inputOutline";
const char* const PROPERTY_NAME_HIDDEN_INPUT_SETTINGS = "hiddenInputSettings";
+const char* const PROPERTY_NAME_PIXEL_SIZE = "pixelSize";
+const char* const PROPERTY_NAME_ENABLE_SELECTION = "enableSelection";
const int DEFAULT_RENDERING_BACKEND = Dali::Toolkit::Text::DEFAULT_RENDERING_BACKEND;
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_OUTLINE ) == TextField::Property::OUTLINE );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_INPUT_OUTLINE ) == TextField::Property::INPUT_OUTLINE );
DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_HIDDEN_INPUT_SETTINGS ) == DevelTextField::Property::HIDDEN_INPUT_SETTINGS );
+ DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_PIXEL_SIZE ) == DevelTextField::Property::PIXEL_SIZE );
+ DALI_TEST_CHECK( field.GetPropertyIndex( PROPERTY_NAME_ENABLE_SELECTION ) == DevelTextField::Property::ENABLE_SELECTION );
END_TEST;
}
DALI_TEST_EQUALS( hiddenMapSet.Count(), hiddenMapGet.Count(), TEST_LOCATION );
DALI_TEST_EQUALS( DaliTestCheckMaps( hiddenMapSet, hiddenMapGet ), true, TEST_LOCATION );
+ // Check the pixel size of font
+ field.SetProperty( DevelTextField::Property::PIXEL_SIZE, 20.f );
+ DALI_TEST_EQUALS( field.GetProperty<float>( DevelTextField::Property::PIXEL_SIZE ), 20.f, Math::MACHINE_EPSILON_1000, TEST_LOCATION );
+
+ field.SetProperty( DevelTextField::Property::ENABLE_SELECTION, false );
+ DALI_TEST_EQUALS( field.GetProperty<bool>( DevelTextField::Property::ENABLE_SELECTION ), false, TEST_LOCATION );
+
END_TEST;
}
// The offscreen root actor should have two actors: the renderer and the highlight actor.
Actor stencil = field.GetChildAt( 0u );
+ // The highlight actor is drawn first, so is the first actor in the list
+ Renderer highlight = stencil.GetChildAt( 0u ).GetRendererAt( 0u );
+ DALI_TEST_CHECK( highlight );
+
// The offscreen root actor has a container with all the actors which contain the text renderers.
- Actor container = stencil.GetChildAt( 0u );
+ Actor container = stencil.GetChildAt( 1u );
for( unsigned int index = 0; index < container.GetChildCount(); ++index )
{
Renderer renderer = container.GetChildAt( index ).GetRendererAt( 0u );
DALI_TEST_CHECK( renderer );
}
- Renderer highlight = stencil.GetChildAt( 1u ).GetRendererAt( 0u );
- DALI_TEST_CHECK( highlight );
-
END_TEST;
}