#include <dali-toolkit/devel-api/visual-factory/transition-data.h>
#include <dali-toolkit/devel-api/visuals/color-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
+#include <dali-toolkit/devel-api/visuals/visual-actions-devel.h>
#include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/text-visual-properties-devel.h>
#include <dali-toolkit/devel-api/visuals/animated-gradient-visual-properties-devel.h>
#endif
END_TEST;
+}
+
+int UtcDaliVisualUpdateProperty(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualUpdateProperty: Test update property by DoAction. Standard case" );
+
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map propertyMap;
+ propertyMap[Visual::Property::TYPE] = Visual::Type::IMAGE;
+ propertyMap[ImageVisual::Property::URL] = TEST_IMAGE_FILE_NAME;
+ propertyMap[Visual::Property::MIX_COLOR] = Color::BLUE;
+ propertyMap[DevelVisual::Property::VISUAL_FITTING_MODE] = DevelVisual::FIT_WIDTH;
+
+ Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+
+ 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);
+
+ application.SendNotification();
+ application.Render();
+
+ // Wait for image loading
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ Property::Map originalMap;
+ imageVisual.CreatePropertyMap( originalMap );
+
+ float targetOpacity = 0.5f;
+ Vector3 targetMixColor = Vector3(1.0f, 0.4f, 0.2f);
+ bool targetPreMultipliedAlpha = originalMap[Visual::Property::PREMULTIPLIED_ALPHA].Get<bool>() ^ true;
+ DevelVisual::FittingMode targetVisualFittingMode = DevelVisual::CENTER;
+
+ Property::Map targetPropertyMap;
+ targetPropertyMap[Visual::Property::OPACITY] = targetOpacity;
+ targetPropertyMap[ImageVisual::Property::URL] = "foobar";
+ targetPropertyMap[Visual::Property::MIX_COLOR] = targetMixColor;
+ targetPropertyMap[Visual::Property::PREMULTIPLIED_ALPHA] = targetPreMultipliedAlpha;
+ targetPropertyMap[DevelVisual::Property::VISUAL_FITTING_MODE] = targetVisualFittingMode;
+
+ // Update Properties
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap);
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // Test property values: they should be updated
+ Property::Value* colorValue = resultMap.Find(Visual::Property::MIX_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(colorValue);
+ DALI_TEST_EQUALS(colorValue->Get<Vector4>(), Vector4(targetMixColor.r, targetMixColor.g, targetMixColor.b, targetOpacity), TEST_LOCATION);
+
+ Property::Value* urlValue = resultMap.Find(ImageVisual::Property::URL, Property::STRING);
+ DALI_TEST_CHECK(urlValue);
+ // NOTE : ImageVisual URL must NOT changed.
+ DALI_TEST_EQUALS(urlValue->Get< std::string >(), TEST_IMAGE_FILE_NAME, TEST_LOCATION);
+
+ Property::Value* preMultipliedValue = resultMap.Find(Visual::Property::PREMULTIPLIED_ALPHA, Property::BOOLEAN);
+ DALI_TEST_CHECK(preMultipliedValue);
+ DALI_TEST_EQUALS(preMultipliedValue->Get< bool >(), targetPreMultipliedAlpha, TEST_LOCATION);
+
+ Property::Value* visualFittingModeValue = resultMap.Find(DevelVisual::Property::VISUAL_FITTING_MODE, Property::STRING);
+ DALI_TEST_CHECK(visualFittingModeValue);
+ DALI_TEST_EQUALS(visualFittingModeValue->Get< std::string >(), "CENTER", TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliVisualUpdatePropertyChangeShader01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualUpdatePropertyChangeShader01: Test update property by DoAction. 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;
+
+ Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+
+ 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);
+
+ application.SendNotification();
+ application.Render();
+
+ // Wait for image loading
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ // 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 );
+ 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 );
+ }
+ callStack.Reset();
+ callStack.Enable(true);
+
+ Vector4 targetCornerRadius = Vector4(1.0f, 12.0f, 2.0f, 21.0f);
+
+ Property::Map targetPropertyMap;
+ targetPropertyMap[DevelVisual::Property::CORNER_RADIUS] = targetCornerRadius;
+ targetPropertyMap[DevelVisual::Property::CORNER_RADIUS_POLICY] = Toolkit::Visual::Transform::Policy::RELATIVE;
+
+ // Update Properties with CornerRadius
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap);
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // Test property values: they should be updated
+ Property::Value* cornerRadiusValue = resultMap.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), targetCornerRadius, TEST_LOCATION);
+
+ Property::Value* cornerRadiusPolicyValue = resultMap.Find(DevelVisual::Property::CORNER_RADIUS_POLICY, Property::INTEGER);
+ DALI_TEST_CHECK(cornerRadiusPolicyValue);
+ DALI_TEST_EQUALS(cornerRadiusPolicyValue->Get<int>(), static_cast<int>(Toolkit::Visual::Transform::Policy::RELATIVE), TEST_LOCATION);
+
+ // 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 );
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+ // Shader changed
+ DALI_TEST_CHECK( callStack.FindMethod("CreateShader") );
+ callStack.Reset();
+ callStack.Enable(true);
+
+ float targetBorderlineWidth = 10.0f;
+ Vector4 targetBorderlineColor = Vector4(1.0f, 0.2f, 0.1f, 0.5f);
+ float targetBorderlineOffset = -0.3f;
+
+ Property::Map targetPropertyMap2;
+ targetPropertyMap2[DevelVisual::Property::CORNER_RADIUS] = Vector4::ZERO;
+ targetPropertyMap2[DevelVisual::Property::CORNER_RADIUS_POLICY] = Toolkit::Visual::Transform::Policy::ABSOLUTE;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_WIDTH] = targetBorderlineWidth;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_COLOR] = targetBorderlineColor;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_OFFSET] = targetBorderlineOffset;
+
+ // Update Properties with Borderline
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap2);
+
+ Property::Map resultMap2;
+ imageVisual.CreatePropertyMap( resultMap2 );
+
+ // Test property values: they should be updated
+ cornerRadiusValue = resultMap2.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION);
+
+ cornerRadiusPolicyValue = resultMap2.Find(DevelVisual::Property::CORNER_RADIUS_POLICY, Property::INTEGER);
+ DALI_TEST_CHECK(cornerRadiusPolicyValue);
+ DALI_TEST_EQUALS(cornerRadiusPolicyValue->Get<int>(), static_cast<int>(Toolkit::Visual::Transform::Policy::ABSOLUTE), TEST_LOCATION);
+
+ Property::Value* borderlineWidthValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get<float>(), targetBorderlineWidth, TEST_LOCATION);
+
+ Property::Value* borderlineColorValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get<Vector4>(), targetBorderlineColor, TEST_LOCATION);
+
+ Property::Value* borderlineOffsetValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), targetBorderlineOffset, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ 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 );
+
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+ // Shader changed
+ DALI_TEST_CHECK( callStack.FindMethod("CreateShader") );
+ callStack.Reset();
+ callStack.Enable(true);
+
+ Property::Map targetPropertyMap3;
+ targetPropertyMap3[DevelVisual::Property::CORNER_RADIUS] = Vector4::ZERO;
+ targetPropertyMap3[DevelVisual::Property::CORNER_RADIUS_POLICY] = Toolkit::Visual::Transform::Policy::ABSOLUTE;
+ targetPropertyMap3[DevelVisual::Property::BORDERLINE_WIDTH] = 0.0f;
+ targetPropertyMap3[DevelVisual::Property::BORDERLINE_COLOR] = Vector4::ZERO;
+ targetPropertyMap3[DevelVisual::Property::BORDERLINE_OFFSET] = 0.0f;
+
+ // Update Properties into zero
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap3);
+
+ Property::Map resultMap3;
+ imageVisual.CreatePropertyMap( resultMap3 );
+
+ // Test property values: they should be updated
+ cornerRadiusValue = resultMap3.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION);
+
+ cornerRadiusPolicyValue = resultMap3.Find(DevelVisual::Property::CORNER_RADIUS_POLICY, Property::INTEGER);
+ DALI_TEST_CHECK(cornerRadiusPolicyValue);
+ DALI_TEST_EQUALS(cornerRadiusPolicyValue->Get<int>(), static_cast<int>(Toolkit::Visual::Transform::Policy::ABSOLUTE), TEST_LOCATION);
+
+ borderlineWidthValue = resultMap3.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get<float>(), 0.0f, TEST_LOCATION);
+
+ borderlineColorValue = resultMap3.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION);
+
+ borderlineOffsetValue = resultMap3.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), 0.0f, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ // Note : mAlwaysUsingBorderline and mAlwaysUsingCornerRadius is true.
+ 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) );
+ // Note : mAlwaysUsingBorderline and mAlwaysUsingCornerRadius is true.
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+ // Shader not changed
+ DALI_TEST_CHECK( !callStack.FindMethod("CreateShader") );
+
+ END_TEST;
+}
+
+int UtcDaliVisualUpdatePropertyChangeShader02(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualUpdatePropertyChangeShader02: Test update property by DoAction. Fake update" );
+
+ 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;
+
+ Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+
+ 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);
+
+ application.SendNotification();
+ application.Render();
+
+ // Wait for image loading
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ // 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 );
+ 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 );
+ }
+
+ Vector4 targetCornerRadius = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
+
+ Property::Map targetPropertyMap;
+ targetPropertyMap[DevelVisual::Property::CORNER_RADIUS] = targetCornerRadius;
+
+ callStack.Reset();
+ callStack.Enable(true);
+
+ // Update Properties with CornerRadius
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap);
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // Test property values: they should be updated
+ Property::Value* cornerRadiusValue = resultMap.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), targetCornerRadius, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BORDERLINE 1") == std::string::npos );
+ // Note : corner radius is zero. so we don't change shader!
+ 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 );
+ // Note : corner radius is zero. so we don't change shader!
+ DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_ROUNDED_CORNER 1") == std::string::npos );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+
+ // Shader doesn't changed
+ DALI_TEST_CHECK( !(callStack.FindMethod("CreateShader")) );
+ callStack.Reset();
+ callStack.Enable(true);
+
+ float targetBorderlineWidth = 0.0f;
+ Vector4 targetBorderlineColor = Vector4(1.0f, 1.0f, 0.0f, 0.0f);
+ float targetBorderlineOffset = -1.0f;
+
+ Property::Map targetPropertyMap2;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_WIDTH] = targetBorderlineWidth;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_COLOR] = targetBorderlineColor;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_OFFSET] = targetBorderlineOffset;
+
+ // Update Properties with Borderline
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap2);
+
+ Property::Map resultMap2;
+ imageVisual.CreatePropertyMap( resultMap2 );
+
+ // Test property values: they should be updated
+ Property::Value* borderlineWidthValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_WIDTH, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineWidthValue);
+ DALI_TEST_EQUALS(borderlineWidthValue->Get<float>(), targetBorderlineWidth, TEST_LOCATION);
+
+ Property::Value* borderlineColorValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_COLOR, Property::VECTOR4);
+ DALI_TEST_CHECK(borderlineColorValue);
+ DALI_TEST_EQUALS(borderlineColorValue->Get<Vector4>(), targetBorderlineColor, TEST_LOCATION);
+
+ Property::Value* borderlineOffsetValue = resultMap2.Find(DevelVisual::Property::BORDERLINE_OFFSET, Property::FLOAT);
+ DALI_TEST_CHECK(borderlineOffsetValue);
+ DALI_TEST_EQUALS(borderlineOffsetValue->Get<float>(), targetBorderlineOffset, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ // Note : borderline width is zero. so we don't change shader!
+ 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) );
+ // Note : borderline width is zero. so we don't change shader!
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+
+ // Shader doesn't changed
+ DALI_TEST_CHECK( !(callStack.FindMethod("CreateShader")) );
+
+ END_TEST;
+}
+
+int UtcDaliVisualUpdatePropertyChangeShader03(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline( "UtcDaliVisualUpdatePropertyChangeShader03: Test update property by DoAction. Blur Radius" );
+
+ TraceCallStack& callStack = application.GetGraphicsController().mCallStack;
+
+ VisualFactory factory = VisualFactory::Get();
+ Property::Map propertyMap;
+ // Case ImageVisual
+ propertyMap[Visual::Property::TYPE] = Visual::Type::COLOR;
+ propertyMap[ColorVisual::Property::MIX_COLOR] = Color::BLUE;
+
+ Visual::Base imageVisual = factory.CreateVisual(propertyMap);
+
+ 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);
+
+ application.SendNotification();
+ application.Render();
+
+ application.SendNotification();
+ application.Render();
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BLUR 1") == std::string::npos );
+ 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_BLUR 1") == std::string::npos );
+ 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 );
+ }
+
+ float targetBlurRadius = 15.0f;
+ Vector4 targetCornerRadius = Vector4(1.0f, 0.1f, 1.1f, 0.0f);
+
+ Property::Map targetPropertyMap;
+ targetPropertyMap[DevelColorVisual::Property::BLUR_RADIUS] = targetBlurRadius;
+ targetPropertyMap[DevelVisual::Property::CORNER_RADIUS] = targetCornerRadius;
+ targetPropertyMap[DevelVisual::Property::BORDERLINE_WIDTH] = 10.0f; // Don't care. just dummy
+
+ callStack.Reset();
+ callStack.Enable(true);
+
+ // Update Properties with CornerRadius
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap);
+
+ Property::Map resultMap;
+ imageVisual.CreatePropertyMap( resultMap );
+
+ // Test property values: they should be updated
+ Property::Value* blurRadiusValue = resultMap.Find(DevelColorVisual::Property::BLUR_RADIUS, Property::FLOAT);
+ DALI_TEST_CHECK(blurRadiusValue);
+ DALI_TEST_EQUALS(blurRadiusValue->Get<float>(), targetBlurRadius, TEST_LOCATION);
+
+ Property::Value* cornerRadiusValue = resultMap.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), targetCornerRadius, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos );
+ // Note : We ignore borderline when blur radius occured
+ 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_BLUR 1") != std::string::npos );
+ // Note : We ignore borderline when blur radius occured
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+
+ // Shader changed
+ DALI_TEST_CHECK( (callStack.FindMethod("CreateShader")) );
+ callStack.Reset();
+ callStack.Enable(true);
+
+ Property::Map targetPropertyMap2;
+ targetPropertyMap2[DevelColorVisual::Property::BLUR_RADIUS] = 0.0f;
+ targetPropertyMap2[DevelVisual::Property::CORNER_RADIUS] = Vector4::ZERO;
+ targetPropertyMap2[DevelVisual::Property::BORDERLINE_WIDTH] = 15.0f; // Don't care. just dummy
+
+ // Update Properties with CornerRadius
+ DevelControl::DoAction(dummyControl, DummyControl::Property::TEST_VISUAL, DevelVisual::Action::UPDATE_PROPERTY, targetPropertyMap2);
+
+ Property::Map resultMap2;
+ imageVisual.CreatePropertyMap( resultMap2 );
+
+ // Test property values: they should be updated
+ blurRadiusValue = resultMap2.Find(DevelColorVisual::Property::BLUR_RADIUS, Property::FLOAT);
+ DALI_TEST_CHECK(blurRadiusValue);
+ DALI_TEST_EQUALS(blurRadiusValue->Get<float>(), 0.0f, TEST_LOCATION);
+
+ cornerRadiusValue = resultMap2.Find(DevelVisual::Property::CORNER_RADIUS, Property::VECTOR4);
+ DALI_TEST_CHECK(cornerRadiusValue);
+ DALI_TEST_EQUALS(cornerRadiusValue->Get<Vector4>(), Vector4::ZERO, TEST_LOCATION);
+
+ // 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 );
+ std::string fragmentShader;
+ DALI_TEST_CHECK( fragment->Get(fragmentShader) );
+ // Note : mAlwaysUsingBlurRadius and mAlwaysUsingCornerRadius is true.
+ DALI_TEST_CHECK( fragmentShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos );
+ // Note : We ignore borderline when blur radius occured
+ 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) );
+ // Note : mAlwaysUsingBlurRadius and mAlwaysUsingCornerRadius is true.
+ DALI_TEST_CHECK( vertexShader.find("#define IS_REQUIRED_BLUR 1") != std::string::npos );
+ // Note : We ignore borderline when blur radius occured
+ 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 );
+ }
+
+ // Send shader compile signal
+ application.SendNotification();
+ application.Render();
+
+ callStack.Enable(false);
+
+ // Shader not changed
+ DALI_TEST_CHECK( !(callStack.FindMethod("CreateShader")) );
+
+ END_TEST;
}
\ No newline at end of file