int UtcDaliVisualUpdatePropertyChangeShader04(void)
{
ToolkitTestApplication application;
- tet_infoline( "UtcDaliVisualUpdatePropertyChangeShader04: Test update property by DoAction during Animation. Change the shader case" );
+ tet_infoline("UtcDaliVisualUpdatePropertyChangeShader04: Test update property by DoAction during Animation. Change the shader case");
TraceCallStack& callStack = application.GetGraphicsController().mCallStack;
VisualFactory factory = VisualFactory::Get();
Property::Map propertyMap;
// Case ImageVisual
- propertyMap[Visual::Property::TYPE] = Visual::Type::IMAGE;
- propertyMap[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+ propertyMap[Visual::Property::TYPE] = Visual::Type::IMAGE;
+ propertyMap[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
propertyMap[DevelVisual::Property::CORNER_RADIUS] = 10.0f;
Visual::Base imageVisual = factory.CreateVisual(propertyMap);
- DummyControl dummyControl = DummyControl::New(true);
- Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(dummyControl.GetImplementation());
+ DummyControl dummyControl = DummyControl::New(true);
+ Impl::DummyControl& dummyImpl = static_cast<Impl::DummyControl&>(dummyControl.GetImplementation());
dummyImpl.RegisterVisual(DummyControl::Property::TEST_VISUAL, imageVisual);
dummyControl[Actor::Property::SIZE] = Vector2(200.f, 200.f);
application.GetScene().Add(dummyControl);
// Get shader
{
- Renderer renderer = dummyControl.GetRendererAt( 0 );
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty( Shader::Property::PROGRAM );
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK( map );
-
- Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK( fragment );
+ Renderer renderer = dummyControl.GetRendererAt(0);
+ Shader shader = renderer.GetShader();
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK(map);
+
+ Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
+ DALI_TEST_CHECK(fragment);
std::string fragmentShader;
- DALI_TEST_CHECK( fragment->Get(fragmentShader) );
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos );
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
-
- Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK( vertex->Get(vertexShader) );
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos );
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
+ DALI_TEST_CHECK(fragment->Get(fragmentShader));
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
+
+ Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
+ std::string vertexShader;
+ DALI_TEST_CHECK(vertex->Get(vertexShader));
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
}
callStack.Reset();
callStack.Enable(true);
// Get shader
{
- Renderer renderer = dummyControl.GetRendererAt( 0 );
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty( Shader::Property::PROGRAM );
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK( map );
-
- Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK( fragment );
+ Renderer renderer = dummyControl.GetRendererAt(0);
+ Shader shader = renderer.GetShader();
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK(map);
+
+ Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
+ DALI_TEST_CHECK(fragment);
std::string fragmentShader;
- DALI_TEST_CHECK( fragment->Get(fragmentShader) );
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos );
+ DALI_TEST_CHECK(fragment->Get(fragmentShader));
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
// Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK( vertex->Get(vertexShader) );
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos );
+ Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
+ std::string vertexShader;
+ DALI_TEST_CHECK(vertex->Get(vertexShader));
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos);
// Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
}
callStack.Enable(false);
// Shader not changed
- DALI_TEST_CHECK( !callStack.FindMethod("CreateShader") );
+ DALI_TEST_CHECK(!callStack.FindMethod("CreateShader"));
callStack.Reset();
callStack.Enable(true);
DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap);
Property::Map resultMap;
- imageVisual.CreatePropertyMap( resultMap );
+ imageVisual.CreatePropertyMap(resultMap);
// Test property values: they should be updated
Property::Value* cornerRadiusValue = resultMap.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
// Get shader
{
- Renderer renderer = dummyControl.GetRendererAt( 0 );
- Shader shader = renderer.GetShader();
- Property::Value value = shader.GetProperty( Shader::Property::PROGRAM );
- Property::Map* map = value.GetMap();
- DALI_TEST_CHECK( map );
-
- Property::Value* fragment = map->Find( "fragment" ); // fragment key name from shader-impl.cpp
- DALI_TEST_CHECK( fragment );
+ Renderer renderer = dummyControl.GetRendererAt(0);
+ Shader shader = renderer.GetShader();
+ Property::Value value = shader.GetProperty(Shader::Property::PROGRAM);
+ Property::Map* map = value.GetMap();
+ DALI_TEST_CHECK(map);
+
+ Property::Value* fragment = map->Find("fragment"); // fragment key name from shader-impl.cpp
+ DALI_TEST_CHECK(fragment);
std::string fragmentShader;
- DALI_TEST_CHECK( fragment->Get(fragmentShader) );
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos );
+ DALI_TEST_CHECK(fragment->Get(fragmentShader));
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
// Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
+ DALI_TEST_CHECK(fragmentShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
- Property::Value* vertex = map->Find( "vertex" ); // vertex key name from shader-impl.cpp
- std::string vertexShader;
- DALI_TEST_CHECK( vertex->Get(vertexShader) );
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos );
+ Property::Value* vertex = map->Find("vertex"); // vertex key name from shader-impl.cpp
+ std::string vertexShader;
+ DALI_TEST_CHECK(vertex->Get(vertexShader));
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_BORDERLINE 1") != std::string::npos);
// Note : mAlwaysUsingCornerRadius is true.
- DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos );
+ DALI_TEST_CHECK(vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") != std::string::npos);
}
// Send shader compile signal
callStack.Enable(false);
// Shader changed
- DALI_TEST_CHECK( callStack.FindMethod("CreateShader") );
+ DALI_TEST_CHECK(callStack.FindMethod("CreateShader"));
END_TEST;
}