Integrating latest 47acbe8
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"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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C6351301: Basic Function: Toolbars
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https://testrail.agscollab.com/index.php?/cases/view/6351301
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"""
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import os
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import sys
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sys.path.append(os.path.dirname(os.path.abspath(__file__)))
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import azlmbr.legacy.general as general
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import azlmbr.bus as bus
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import azlmbr.editor as editor
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import azlmbr.entity as EntityId
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import Tests.ly_shared.pyside_utils as pyside_utils
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from PySide2 import QtWidgets
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from Tests.editor.editor_utils.editor_test_helper import EditorTestHelper
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class TestBasicToolBarFunction(EditorTestHelper):
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def __init__(self):
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EditorTestHelper.__init__(self, log_prefix="basic_toolbar_function: ", args=["level"])
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def run_test(self):
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"""
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Summary:
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Enable all menu toolbars and click between options in each of the toolbars and then disable all the toolbars.
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Expected Behavior:
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All menu toolbars can be enabled and disbled with each toolbar is functional and options can be selected.
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Test Steps:
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1) Create new level with an Entity
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2) Enable each of the toolbars in the list.
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3) Verify options from toolbars can be selected
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3.1) "Play Game" option from EditMode toolbar
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3.2) "Go to selected object" option from Object toolbar
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4) Disable each of the toolbars in the list.
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Note:
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- This test file must be called from the Lumberyard Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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editor_window = pyside_utils.get_editor_main_window()
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def fetch_vector3_parts(vec3):
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x = vec3.get_property("x")
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y = vec3.get_property("y")
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z = vec3.get_property("z")
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return (x, y, z)
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def enable_disable_toolbar(toolbar, enable=True):
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toolbar = editor_window.findChild(QtWidgets.QToolBar, i)
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action = toolbar.toggleViewAction()
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if enable:
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# Enable the toolbar
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if not toolbar.isVisible():
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action.trigger()
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if toolbar.isVisible():
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print(f"{i} toolbar is enabled")
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else:
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# Disable the toolbar
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if toolbar.isVisible():
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action.trigger()
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if not toolbar.isVisible():
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print(f"{i} toolbar is disbaled")
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menu_toolbar_list = [
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"EditMode",
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"Object",
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"debugViewsToolbar",
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"environmentModesToolbar",
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"viewModesToolbar",
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]
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# 1) Create new level with an Entity
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self.test_success = self.create_level(
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self.args["level"],
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heightmap_resolution=1024,
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heightmap_meters_per_pixel=1,
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terrain_texture_resolution=4096,
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use_terrain=True,
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)
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general.idle_wait(3.0)
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entityId = editor.ToolsApplicationRequestBus(bus.Broadcast, "CreateNewEntity", EntityId.EntityId())
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# 2) Enable each of the toolbars in the list.
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for i in menu_toolbar_list:
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enable_disable_toolbar(i)
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# 3) Select options from toolbar
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# 3.1) "Play Game" option from EditMode toolbar
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editors_toolbar = editor_window.findChild(QtWidgets.QToolBar, "EditMode")
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for i in editors_toolbar.children():
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if isinstance(i, QtWidgets.QToolButton) and i.text() == "Play Game":
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play_game_button = i
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break
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# Click on the tool button to verify ToolBar functionality
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play_game_button.click()
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general.idle_wait(1.0)
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if general.is_in_game_mode():
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print("In game mode: Play game ToolButton is responsive")
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general.exit_game_mode()
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# 3.2) "Go to selected object" option from Object toolbar
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position = fetch_vector3_parts(general.get_current_view_position())
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# Click on the tool button to verify ToolBar functionality
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object_toolbar = editor_window.findChild(QtWidgets.QToolBar, "Object")
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for i in object_toolbar.children():
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if isinstance(i, QtWidgets.QToolButton) and i.text() == "Go to selected object":
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general.select_object(editor.EditorEntityInfoRequestBus(bus.Event, "GetName", entityId))
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general.idle_wait(1.0)
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i.click()
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break
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general.idle_wait(1.0)
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new_pos = fetch_vector3_parts(general.get_current_view_position())
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if new_pos != position:
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print("Go to selected object option is responsive")
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# 4) Disable each of the toolbars in the list.
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for i in menu_toolbar_list:
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enable_disable_toolbar(i, False)
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test = TestBasicToolBarFunction()
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test.run()
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