conflict fix
Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,87 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "ProcessCommunicatorTracePrinter.h"
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ProcessCommunicatorTracePrinter::ProcessCommunicatorTracePrinter(AzFramework::ProcessCommunicator* communicator, const char* window) :
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m_communicator(communicator),
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m_window(window)
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{
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m_stringBeingConcatenated.reserve(1024);
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}
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ProcessCommunicatorTracePrinter::~ProcessCommunicatorTracePrinter()
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{
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// flush stdout
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WriteCurrentString(false);
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// flush stderr
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WriteCurrentString(true);
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}
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void ProcessCommunicatorTracePrinter::Pump()
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{
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if (m_communicator->IsValid())
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{
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// Don't call readOutput unless there is output or else it will block...
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while (m_communicator->PeekOutput())
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{
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AZ::u32 readSize = m_communicator->ReadOutput(m_streamBuffer, AZ_ARRAY_SIZE(m_streamBuffer));
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ParseDataBuffer(readSize, false);
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}
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while (m_communicator->PeekError())
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{
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AZ::u32 readSize = m_communicator->ReadError(m_streamBuffer, AZ_ARRAY_SIZE(m_streamBuffer));
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ParseDataBuffer(readSize, true);
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}
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}
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}
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void ProcessCommunicatorTracePrinter::ParseDataBuffer(AZ::u32 readSize, bool isFromStdErr)
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{
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if (readSize > AZ_ARRAY_SIZE(m_streamBuffer))
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{
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AZ_ErrorOnce("ERROR", false, "Programmer bug: Read size is overflowing in traceprintf communicator.");
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return;
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}
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// we cannot write the string to the same buffer, as stdError and stdOut are different streams and could
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// have different cutting points as buffers empty.
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AZStd::string& bufferToUse = isFromStdErr ? m_errorStringBeingConcatenated : m_stringBeingConcatenated;
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for (size_t pos = 0; pos < readSize; ++pos)
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{
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if ((m_streamBuffer[pos] == '\n') || (m_streamBuffer[pos] == '\r'))
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{
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WriteCurrentString(isFromStdErr);
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}
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else
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{
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bufferToUse.push_back(m_streamBuffer[pos]);
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}
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}
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}
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void ProcessCommunicatorTracePrinter::WriteCurrentString(bool isFromStdErr)
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{
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AZStd::string& bufferToUse = isFromStdErr ? m_errorStringBeingConcatenated : m_stringBeingConcatenated;
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if (!bufferToUse.empty())
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{
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if (isFromStdErr)
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{
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AZ_Error(m_window.c_str(), false, "%s", bufferToUse.c_str());
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}
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else
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{
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AZ_TracePrintf(m_window.c_str(), "%s", bufferToUse.c_str());
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}
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bufferToUse.clear();
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}
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}
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@@ -0,0 +1,36 @@
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzFramework/Process/ProcessCommunicator.h>
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//! ProcessCommunicatorTracePrinter listens to stderr and stdout of a running process and writes its output to the AZ_Trace system
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//! Importantly, it does not do any blocking operations.
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class ProcessCommunicatorTracePrinter
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{
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public:
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ProcessCommunicatorTracePrinter(AzFramework::ProcessCommunicator* communicator, const char* window);
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~ProcessCommunicatorTracePrinter();
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//! Call this periodically to drain the buffers and write them.
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void Pump();
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//! Drains the buffer into the string that's being built, then traces the string when it hits a newline.
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void ParseDataBuffer(AZ::u32 readSize, bool isFromStdErr);
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//! Prints the current buffer to AZ_Error or AZ_TracePrintf so that it can be picked up by AZ::Debug::Trace
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void WriteCurrentString(bool isFromStdError);
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private:
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AZStd::string m_window;
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AzFramework::ProcessCommunicator* m_communicator;
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char m_streamBuffer[128];
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AZStd::string m_stringBeingConcatenated;
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AZStd::string m_errorStringBeingConcatenated;
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};
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@@ -71,10 +71,11 @@ namespace AzFramework::Terrain
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->Event("GetSurfaceWeights", &AzFramework::Terrain::TerrainDataRequestBus::Events::GetSurfaceWeights)
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->Event("GetSurfaceWeightsFromVector2",
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&AzFramework::Terrain::TerrainDataRequestBus::Events::GetSurfaceWeightsFromVector2)
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->Event("GetIsHole", &AzFramework::Terrain::TerrainDataRequestBus::Events::GetIsHole)
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->Event("GetIsHoleFromFloats", &AzFramework::Terrain::TerrainDataRequestBus::Events::GetIsHoleFromFloats)
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->Event("GetSurfacePoint", &AzFramework::Terrain::TerrainDataRequestBus::Events::GetSurfacePoint)
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->Event("GetSurfacePoint", &AzFramework::Terrain::TerrainDataRequestBus::Events::BehaviorContextGetSurfacePoint)
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->Event("GetSurfacePointFromVector2",
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&AzFramework::Terrain::TerrainDataRequestBus::Events::GetSurfacePointFromVector2)
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&AzFramework::Terrain::TerrainDataRequestBus::Events::BehaviorContextGetSurfacePointFromVector2)
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->Event("GetTerrainAabb", &AzFramework::Terrain::TerrainDataRequestBus::Events::GetTerrainAabb)
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->Event("GetTerrainHeightQueryResolution",
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&AzFramework::Terrain::TerrainDataRequestBus::Events::GetTerrainHeightQueryResolution)
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@@ -52,8 +52,8 @@ namespace AzFramework
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virtual void SetTerrainAabb(const AZ::Aabb& worldBounds) = 0;
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//! Returns terrains height in meters at location x,y.
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//! @terrainExistsPtr: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside a terrain HOLE then *terrainExistsPtr will become false,
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//! otherwise *terrainExistsPtr will become true.
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//! @terrainExistsPtr: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
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//! a terrain HOLE then *terrainExistsPtr will become false, otherwise *terrainExistsPtr will become true.
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virtual float GetHeight(const AZ::Vector3& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual float GetHeightFromVector2(
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const AZ::Vector2& position, Sampler sampler = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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@@ -68,8 +68,7 @@ namespace AzFramework
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// Given an XY coordinate, return the surface normal.
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//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside a
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//! terrain HOLE then *terrainExistsPtr will be set to false,
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//! otherwise *terrainExistsPtr will be set to true.
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//! terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
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virtual AZ::Vector3 GetNormal(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual AZ::Vector3 GetNormalFromVector2(
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@@ -78,8 +77,8 @@ namespace AzFramework
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float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return the max surface type and weight.
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//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside a terrain HOLE then *terrainExistsPtr will be set to false,
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//! otherwise *terrainExistsPtr will be set to true.
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//! @terrainExists: Can be nullptr. If != nullptr then, if there's no terrain at location x,y or location x,y is inside
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//! a terrain HOLE then *terrainExistsPtr will be set to false, otherwise *terrainExistsPtr will be set to true.
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeight(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromVector2(
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@@ -87,8 +86,8 @@ namespace AzFramework
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virtual SurfaceData::SurfaceTagWeight GetMaxSurfaceWeightFromFloats(
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float x, float y, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return the set of surface types and weights. The Vector3 input position version is defined to ignore
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//! the input Z value.
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//! Given an XY coordinate, return the set of surface types and weights. The Vector3 input position version is defined to
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//! ignore the input Z value.
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virtual void GetSurfaceWeights(
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const AZ::Vector3& inPosition,
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SurfaceData::SurfaceTagWeightList& outSurfaceWeights,
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@@ -106,13 +105,14 @@ namespace AzFramework
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Sampler sampleFilter = Sampler::DEFAULT,
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bool* terrainExistsPtr = nullptr) const = 0;
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//! Convenience function for low level systems that can't do a reverse lookup from Crc to string. Everyone else should use GetMaxSurfaceWeight or GetMaxSurfaceWeightFromFloats.
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//! Convenience function for low level systems that can't do a reverse lookup from Crc to string. Everyone else should use
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//! GetMaxSurfaceWeight or GetMaxSurfaceWeightFromFloats.
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//! Not available in the behavior context.
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//! Returns nullptr if the position is inside a hole or outside of the terrain boundaries.
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virtual const char* GetMaxSurfaceName(
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const AZ::Vector3& position, Sampler sampleFilter = Sampler::BILINEAR, bool* terrainExistsPtr = nullptr) const = 0;
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//! Given an XY coordinate, return all terrain information at that location. The Vector3 input position version is defined
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//! Given an XY coordinate, return all terrain information at that location. The Vector3 input position version is defined
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//! to ignore the input Z value.
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virtual void GetSurfacePoint(
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const AZ::Vector3& inPosition,
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@@ -132,6 +132,25 @@ namespace AzFramework
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bool* terrainExistsPtr = nullptr) const = 0;
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private:
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// Private variations of the GetSurfacePoint API exposed to BehaviorContext that returns a value instead of
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// using an "out" parameter. The "out" parameter is useful for reusing memory allocated in SurfacePoint when
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// using the public API, but can't easily be used from Script Canvas.
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SurfaceData::SurfacePoint BehaviorContextGetSurfacePoint(
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const AZ::Vector3& inPosition,
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Sampler sampleFilter = Sampler::DEFAULT) const
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{
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SurfaceData::SurfacePoint result;
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GetSurfacePoint(inPosition, result, sampleFilter);
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return result;
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}
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SurfaceData::SurfacePoint BehaviorContextGetSurfacePointFromVector2(
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const AZ::Vector2& inPosition,
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Sampler sampleFilter = Sampler::DEFAULT) const
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{
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SurfaceData::SurfacePoint result;
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GetSurfacePointFromVector2(inPosition, result, sampleFilter);
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return result;
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// Functions without the optional bool* parameter that can be used from Python tests.
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float GetHeightVal(AZ::Vector3 position, Sampler sampler = Sampler::BILINEAR) const
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{
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@@ -143,6 +143,13 @@ namespace AzFramework
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return vsync_interval;
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}
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bool NativeWindow::SetSyncInterval(uint32_t newSyncInterval)
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{
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vsync_interval = newSyncInterval;
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return true;
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}
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/*static*/ bool NativeWindow::GetFullScreenStateOfDefaultWindow()
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{
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NativeWindowHandle defaultWindowHandle = nullptr;
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@@ -132,6 +132,7 @@ namespace AzFramework
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void ToggleFullScreenState() override;
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float GetDpiScaleFactor() const override;
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uint32_t GetSyncInterval() const override;
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bool SetSyncInterval(uint32_t newSyncInterval) override;
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uint32_t GetDisplayRefreshRate() const override;
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//! Get the full screen state of the default window.
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@@ -78,6 +78,10 @@ namespace AzFramework
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//! Returns the sync interval which tells the drivers the number of v-blanks to synchronize with
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virtual uint32_t GetSyncInterval() const = 0;
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//! Sets the sync interval which tells the drivers the number of v-blanks to synchronize with
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//! Returns if the sync interval was succesfully set
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virtual bool SetSyncInterval(uint32_t newSyncInterval) = 0;
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//! Returns the refresh rate of the main display
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virtual uint32_t GetDisplayRefreshRate() const = 0;
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};
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@@ -277,6 +277,8 @@ set(FILES
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Process/ProcessWatcher.cpp
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Process/ProcessWatcher.h
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Process/ProcessCommon_fwd.h
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Process/ProcessCommunicatorTracePrinter.cpp
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Process/ProcessCommunicatorTracePrinter.h
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ProjectManager/ProjectManager.h
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ProjectManager/ProjectManager.cpp
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Render/GameIntersectorComponent.h
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@@ -29,6 +29,13 @@ namespace InputUnitTests
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////////////////////////////////////////////////////////////////////////////////////////////////
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class InputTest : public ScopedAllocatorSetupFixture
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{
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public:
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InputTest() : ScopedAllocatorSetupFixture()
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{
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// Many input tests are only valid if the GamePad device is supported on this platform.
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m_gamepadSupported = InputDeviceGamepad::GetMaxSupportedGamepads() > 0;
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}
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protected:
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////////////////////////////////////////////////////////////////////////////////////////////
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void SetUp() override
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@@ -46,6 +53,7 @@ namespace InputUnitTests
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////////////////////////////////////////////////////////////////////////////////////////////
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AZStd::unique_ptr<InputSystemComponent> m_inputSystemComponent;
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bool m_gamepadSupported;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////
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@@ -78,12 +86,17 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_ActivateDeactivate_Successfull)
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#else
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TEST_F(InputTest, InputContext_ActivateDeactivate_Successfull)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_ActivateDeactivate_Successfull";
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#else
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SUCCEED() << "Skipping test InputContext_ActivateDeactivate_Successfull";
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#endif
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return;
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}
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// Create an input context (they are inactive by default).
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InputContext inputContext("TestInputContext");
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@@ -148,12 +161,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_AddRemoveInputMapping_Successfull)
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#else
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TEST_F(InputTest, InputContext_AddRemoveInputMapping_Successfull)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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{
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if (!m_gamepadSupported)
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{
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#if defined(GTEST_SKIP)
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GTEST_SKIP() << "Skipping test InputContext_AddRemoveInputMapping_Successfull";
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#else
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SUCCEED() << "Skipping test InputContext_AddRemoveInputMapping_Successfull";
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#endif
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return;
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}
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// Create an input context and activate it.
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InputContext inputContext("TestInputContext");
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inputContext.Activate();
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@@ -256,12 +275,18 @@ namespace InputUnitTests
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}
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_ConsumeProcessedInput_Consumed)
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#else
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TEST_F(InputTest, InputContext_ConsumeProcessedInput_Consumed)
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#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
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{
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if (!m_gamepadSupported)
|
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{
|
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#if defined(GTEST_SKIP)
|
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GTEST_SKIP() << "Skipping test InputContext_ConsumeProcessedInput_Consumed";
|
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#else
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SUCCEED() << "Skipping test InputContext_ConsumeProcessedInput_Consumed";
|
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#endif
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return;
|
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}
|
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|
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InputContext::InitData initData;
|
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|
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// Create a high priority input context that consumes input processed by any of its mappings.
|
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@@ -340,12 +365,18 @@ namespace InputUnitTests
|
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}
|
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|
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////////////////////////////////////////////////////////////////////////////////////////////////
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
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TEST_F(InputTest, DISABLED_InputContext_FilteredInput_Mapped)
|
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#else
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TEST_F(InputTest, InputContext_FilteredInput_Mapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
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{
|
||||
if (!m_gamepadSupported)
|
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{
|
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#if defined(GTEST_SKIP)
|
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GTEST_SKIP() << "Skipping test InputContext_FilteredInput_Mapped";
|
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#else
|
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SUCCEED() << "Skipping test InputContext_FilteredInput_Mapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context that initially only listens for keyboard input.
|
||||
InputContext::InitData initData;
|
||||
initData.autoActivate = true;
|
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@@ -413,12 +444,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
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#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
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TEST_F(InputTest, DISABLED_InputMappingOr_AddRemoveSourceInput_Successful)
|
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#else
|
||||
TEST_F(InputTest, InputMappingOr_AddRemoveSourceInput_Successful)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
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{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingOr_AddRemoveSourceInput_Successful";
|
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#else
|
||||
SUCCEED() << "Skipping test InputMappingOr_AddRemoveSourceInput_Successful";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -491,12 +528,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingOr_SingleSourceInput_Mapped)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingOr_SingleSourceInput_Mapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingOr_SingleSourceInput_Mapped";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingOr_SingleSourceInput_Mapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -558,12 +601,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingOr_MultipleSourceInputs_Mapped)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingOr_MultipleSourceInputs_Mapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingOr_MultipleSourceInputs_Mapped";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingOr_MultipleSourceInputs_Mapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -650,12 +699,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingAnd_AddRemoveSourceInput_Successful)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingAnd_AddRemoveSourceInput_Successful)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingAnd_AddRemoveSourceInput_Successful";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingAnd_AddRemoveSourceInput_Successful";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -728,12 +783,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingAnd_SingleSourceInput_Mapped)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingAnd_SingleSourceInput_Mapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingAnd_SingleSourceInput_Mapped";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingAnd_SingleSourceInput_Mapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -795,12 +856,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputs_Mapped)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingAnd_MultipleSourceInputs_Mapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputs_Mapped";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputs_Mapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -909,12 +976,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputsWithDifferentValues_ValuesAveraged";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
@@ -969,12 +1042,18 @@ namespace InputUnitTests
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
#if AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
TEST_F(InputTest, DISABLED_InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped)
|
||||
#else
|
||||
TEST_F(InputTest, InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped)
|
||||
#endif // AZ_TRAIT_DISABLE_FAILED_INPUT_TESTS
|
||||
{
|
||||
if (!m_gamepadSupported)
|
||||
{
|
||||
#if defined(GTEST_SKIP)
|
||||
GTEST_SKIP() << "Skipping test InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped";
|
||||
#else
|
||||
SUCCEED() << "Skipping test InputMappingAnd_MultipleSourceInputsFromTheSameInputDeviceTypeWithDifferentIndicies_NotMapped";
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
|
||||
// Create an input context and activate it.
|
||||
InputContext inputContext("TestInputContext");
|
||||
inputContext.Activate();
|
||||
|
||||
@@ -36,6 +36,7 @@ namespace UnitTest
|
||||
MOCK_METHOD0(ToggleFullScreenState, void());
|
||||
MOCK_CONST_METHOD0(GetDpiScaleFactor, float());
|
||||
MOCK_CONST_METHOD0(GetSyncInterval, uint32_t());
|
||||
MOCK_METHOD1(SetSyncInterval, bool(uint32_t));
|
||||
MOCK_CONST_METHOD0(GetDisplayRefreshRate, uint32_t());
|
||||
};
|
||||
} // namespace UnitTest
|
||||
|
||||
Reference in New Issue
Block a user