本文整理汇总了C++中TestApplication::GetCore方法的典型用法代码示例。如果您正苦于以下问题:C++ TestApplication::GetCore方法的具体用法?C++ TestApplication::GetCore怎么用?C++ TestApplication::GetCore使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TestApplication
的用法示例。
在下文中一共展示了TestApplication::GetCore方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UtcDaliTapGestureSystemOverlay
int UtcDaliTapGestureSystemOverlay(void)
{
TestApplication application;
Dali::Integration::Core& core = application.GetCore();
Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
systemOverlay.GetOverlayRenderTasks().CreateTask();
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
systemOverlay.Add(actor);
// Render and notify
application.SendNotification();
application.Render();
SignalData data;
GestureReceivedFunctor functor(data);
TapGestureDetector detector = TapGestureDetector::New();
detector.Attach(actor);
detector.DetectedSignal().Connect(&application, functor);
Vector2 screenCoords( 50.0f, 50.0f );
// Do a tap inside actor's area
application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, screenCoords ) );
application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, screenCoords ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
END_TEST;
}
示例2: UtcDaliHoverSystemOverlayActor
int UtcDaliHoverSystemOverlayActor(void)
{
TestApplication application;
Dali::Integration::Core& core( application.GetCore() );
Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
systemOverlay.GetOverlayRenderTasks().CreateTask();
// Create an actor and add it to the system overlay.
Actor systemActor = Actor::New();
systemActor.SetSize(100.0f, 100.0f);
systemActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
systemOverlay.Add( systemActor );
// Create an actor and add it to the stage as per normal, same position and size as systemActor
Actor actor = Actor::New();
actor.SetSize(100.0f, 100.0f);
actor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(actor);
// Connect to the hover signals.
SignalData data;
HoverEventFunctor functor( data );
systemActor.HoveredSignal().Connect( &application, functor );
actor.HoveredSignal().Connect( &application, functor );
// Render and notify
application.SendNotification();
application.Render();
// Emit a started signal, the system overlay is drawn last so is at the top, should hit the systemActor.
application.ProcessEvent( GenerateSingleHover( TouchPoint::Started, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_CHECK( systemActor == data.hoveredActor );
END_TEST;
}
示例3: UtcDaliTapGestureTouchBehindGesturedSystemOverlay
int UtcDaliTapGestureTouchBehindGesturedSystemOverlay(void)
{
TestApplication application;
Dali::Integration::Core& core = application.GetCore();
Dali::Integration::SystemOverlay& systemOverlay( core.GetSystemOverlay() );
systemOverlay.GetOverlayRenderTasks().CreateTask();
// SystemOverlay actor
Actor systemOverlayActor = Actor::New();
systemOverlayActor.SetSize(100.0f, 100.0f);
systemOverlayActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
systemOverlay.Add(systemOverlayActor);
// Stage actor
Actor stageActor = Actor::New();
stageActor.SetSize(100.0f, 100.0f);
stageActor.SetAnchorPoint(AnchorPoint::TOP_LEFT);
Stage::GetCurrent().Add(stageActor);
// Render and notify
application.SendNotification();
application.Render();
// Set stage actor to touchable
TouchEventData touchData;
TouchEventDataFunctor touchFunctor( touchData );
stageActor.TouchedSignal().Connect(&application, touchFunctor);
// Set system-overlay actor to have the gesture
SignalData data;
GestureReceivedFunctor functor(data);
TapGestureDetector detector = TapGestureDetector::New();
detector.Attach(systemOverlayActor);
detector.DetectedSignal().Connect(&application, functor);
Vector2 screenCoords( 50.0f, 50.0f );
// Do a tap inside both actors' area
application.ProcessEvent( GenerateTap( Gesture::Possible, 1u, 1u, screenCoords ) );
application.ProcessEvent( GenerateTap( Gesture::Started, 1u, 1u, screenCoords ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
DALI_TEST_EQUALS( false, touchData.functorCalled, TEST_LOCATION );
data.Reset();
touchData.Reset();
// Do touch in the same area
application.ProcessEvent( touchFunctor.GenerateSingleTouch( PointState::DOWN, screenCoords ) );
DALI_TEST_EQUALS( false, data.functorCalled, TEST_LOCATION );
DALI_TEST_EQUALS( true, touchData.functorCalled, TEST_LOCATION );
END_TEST;
}
示例4: UtcDaliStageGetDpiP2
int UtcDaliStageGetDpiP2(void)
{
TestApplication application; // Initializes core DPI to default values
// Test that setting core DPI explicitly also sets up the Stage's DPI.
application.GetCore().SetDpi( 200, 180 );
Stage stage = Stage::GetCurrent();
Vector2 dpi = stage.GetDpi();
DALI_TEST_EQUALS( dpi.x, 200.0f, TEST_LOCATION );
DALI_TEST_EQUALS( dpi.y, 180.0f, TEST_LOCATION );
END_TEST;
}
示例5: UtcDaliStageSceneCreatedSignalP
int UtcDaliStageSceneCreatedSignalP(void)
{
TestApplication app;
Stage stage = Stage::GetCurrent();
bool signalCalled = false;
SceneCreatedStatusFunctor sceneCreatedFunctor( signalCalled );
stage.SceneCreatedSignal().Connect( &app, sceneCreatedFunctor );
Integration::Core& core = app.GetCore();
core.SceneCreated();
DALI_TEST_EQUALS( signalCalled, true, TEST_LOCATION );
END_TEST;
}
示例6: UtcDaliStageContextLostSignalP
int UtcDaliStageContextLostSignalP(void)
{
TestApplication app;
Stage stage = Stage::GetCurrent();
bool contextLost = false;
ContextStatusFunctor contextLostFunctor( contextLost );
stage.ContextLostSignal().Connect( &app, contextLostFunctor );
Integration::ContextNotifierInterface* notifier = app.GetCore().GetContextNotifier();
notifier->NotifyContextLost();
DALI_TEST_EQUALS( contextLost, true, TEST_LOCATION );
END_TEST;
}
示例7: UtcDaliNativeImageContextLoss
int UtcDaliNativeImageContextLoss(void)
{
TestApplication application;
tet_infoline( "Testing Dali::NativeImage behaviour through a context lost/regained cycle." );
// Build an image that is expected to have a GL texture created for it and
// recreated in a GL context recovery:
TestNativeImagePointer eagerImageInterface = TestNativeImage::New( 16, 16 );
NativeImage eagerImage = NativeImage::New( *(eagerImageInterface.Get()) );
DALI_TEST_CHECK( eagerImage );
// Build a regular lazy-allocated image for comparison:
TestNativeImagePointer lazyImageInterface = TestNativeImage::New( 16, 16 );
NativeImage lazyImage = NativeImage::New( *(lazyImageInterface.Get()) );
DALI_TEST_CHECK( lazyImage );
eagerImage.CreateGlTexture();
application.SendNotification();
application.Render(16);
// Cycle through a context loss and regain, asserting that the texture is
// not reallocated if it already existed before the cycle and is never allocated
// throughout the cycle if of the regular lazy kind:
// Call render thread context destroyed / created functions:
application.ResetContext();
// Call event thread function:
application.GetCore().RecoverFromContextLoss();
// Run update/render loop
application.SendNotification();
application.Render(16);
DALI_TEST_EQUALS( eagerImageInterface->mExtensionCreateCalls, 1, TEST_LOCATION );
DALI_TEST_EQUALS( eagerImageInterface->mTargetTextureCalls, 1, TEST_LOCATION );
DALI_TEST_EQUALS( lazyImageInterface->mExtensionCreateCalls, 0, TEST_LOCATION );
DALI_TEST_EQUALS( lazyImageInterface->mTargetTextureCalls, 0, TEST_LOCATION );
END_TEST;
}