Esempio n. 1
0
int UtcDaliObjectRegistrySignalImageActorCreated(void)
{
  TestApplication application;
  ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();

  static const char* TestImageFilename = "icon_wrt.png";
  Image image = ResourceImage::New(TestImageFilename);

  bool verified = false;
  TestImageActorCallback test(verified);

  Dali::RefObject* objectPointer = NULL;
  TestObjectDestroyedCallback test2(verified, objectPointer);

  registry.ObjectCreatedSignal().Connect(&application, test);
  registry.ObjectDestroyedSignal().Connect(&application, test2);

  {
    ImageActor actor = ImageActor::New(image);
    DALI_TEST_CHECK( test.mSignalVerified );

    verified = false;
    objectPointer = actor.GetObjectPtr();
  }
  DALI_TEST_CHECK( test.mSignalVerified );
  END_TEST;
}
Esempio n. 2
0
int UtcDaliObjectRegistrySignalCameraCreated(void)
{
  TestApplication application;

  ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();

  bool verified = false;
  TestCameraActorCallback test(verified);

  Dali::RefObject* objectPointer = NULL;
  TestObjectDestroyedCallback test2(verified, objectPointer);

  registry.ObjectCreatedSignal().Connect(&application, test);
  registry.ObjectDestroyedSignal().Connect(&application, test2);

  {
    CameraActor actor = CameraActor::New();
    DALI_TEST_CHECK( test.mSignalVerified );

    verified = false;
    objectPointer = actor.GetObjectPtr();
  }
  DALI_TEST_CHECK( test.mSignalVerified );
  END_TEST;
}
Esempio n. 3
0
int UtcDaliObjectRegistrySignalShaderEffectCreated(void)
{
  TestApplication application;
  ObjectRegistry registry = Stage::GetCurrent().GetObjectRegistry();

  static const char* VertexSource =
  "void main()\n"
  "{\n"
  "  gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n"
  "  vTexCoord = aTexCoord;\n"
  "}\n";

  static const char* FragmentSource =
  "void main()\n"
  "{\n"
  "  gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;\n"
  "}\n";

  bool verified = false;
  TestShaderEffectCallback test(verified);

  Dali::RefObject* objectPointer = NULL;
  TestObjectDestroyedCallback test2(verified, objectPointer);

  registry.ObjectCreatedSignal().Connect(&application, test);
  registry.ObjectDestroyedSignal().Connect(&application, test2);

  {
    ShaderEffect effect = ShaderEffect::New( VertexSource, FragmentSource );
    DALI_TEST_CHECK( test.mSignalVerified );

    verified = false;
    objectPointer = effect.GetObjectPtr();
  }
  DALI_TEST_CHECK( test.mSignalVerified );
  END_TEST;
}