value = map.Find( DevelImageVisual::Property::CURRENT_PROGRESS );
DALI_TEST_EQUALS( value->Get< float >(), 0.4f, TEST_LOCATION );
+ // Change play range
+ attributes.Clear();
+ attributes.Add( DevelImageVisual::Property::PLAY_RANGE, Vector2( 0.0f, 1.0f ) );
+ DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::UPDATE_PROPERTY, attributes );
+
+ attributes.Clear();
+ DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::PLAY, attributes );
+
+ application.SendNotification();
+ application.Render();
+
+ // Stop and jump to 0.2
+ DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::STOP, attributes );
+
+ DevelControl::DoAction( actor, DummyControl::Property::TEST_VISUAL, Dali::Toolkit::DevelAnimatedVectorImageVisual::Action::JUMP_TO, 0.2f );
+
+ application.SendNotification();
+ application.Render();
+
+ map = actor.GetProperty< Property::Map >( DummyControl::Property::TEST_VISUAL );
+ value = map.Find( DevelImageVisual::Property::CURRENT_PROGRESS );
+ DALI_TEST_EQUALS( value->Get< float >(), 0.2f, TEST_LOCATION );
+
END_TEST;
}
{
mPlayState = DevelImageVisual::PlayState::STOPPED;
+ mCurrentFrame = mStartFrame;
+ mCurrentFrameUpdated = true;
+
DALI_LOG_INFO( gVectorAnimationLogFilter, Debug::Verbose, "VectorRasterizeThread::StopAnimation: Stop\n" );
}
}
if( mPlayState == DevelImageVisual::PlayState::STOPPED )
{
- // Reset the current frame and the current loop
- mCurrentFrame = mStartFrame;
+ // Reset the current loop
mCurrentLoop = 0;
}
mConditionalWait.Wait( lock );