""" All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or its licensors. For complete copyright and license terms please see the LICENSE at the root of this distribution (the "License"). All use of this software is governed by the License, or, if provided, by the license below or the license accompanying this file. Do not remove or modify any license notices. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. C1564083 : Edit Mode Toolbar https://testrail.agscollab.com/index.php?/cases/view/1564083 """ import os import sys sys.path.append(os.path.dirname(os.path.abspath(__file__))) import azlmbr.legacy.general as general import azlmbr.bus as bus import azlmbr.editor as editor import azlmbr.entity as EntityId import Tests.ly_shared.pyside_utils as pyside_utils import Tests.ly_shared.hydra_editor_utils as editor_utils from PySide2 import QtWidgets from Tests.editor.editor_utils.editor_test_helper import EditorTestHelper class TestEditModeToolbar(EditorTestHelper): def __init__(self): EditorTestHelper.__init__(self, log_prefix="edit_mode_toolbar_function: ", args=["level"]) def run_test(self): """ Summary: Interact with Edit mode toolbar options and verify if all the options are functional. Expected Behavior: All options available in the Edit Mode Toolbar function as intended. Test Steps: 1) Create/Open a level 2) Open the Edit mode Toolbar 3) Use every option in the toolbar. Note: - This test file must be called from the Lumberyard Editor command terminal - Any passed and failed tests are written to the Editor.log file. Parsing the file or running a log_monitor are required to observe the test results. :return: None """ editor_window = pyside_utils.get_editor_main_window() editors_toolbar = editor_window.findChild(QtWidgets.QToolBar, "EditMode") def get_entity_count(entity_id): searchFilter = EntityId.SearchFilter() searchFilter.names = [editor.EditorEntityInfoRequestBus(bus.Event, "GetName", entity_id)] entities = EntityId.SearchBus(bus.Broadcast, "SearchEntities", searchFilter) return len(entities) def get_tool_button(option): button = pyside_utils.find_child_by_pattern(editors_toolbar, option) if button.text() == option: return button def wait_condition_print(function, wait_time, print_message=""): self.wait_for_condition(function, wait_time) if function() and print_message != "": print(print_message) # 1) Create new level with an Entity self.test_success = self.create_level( self.args["level"], heightmap_resolution=1024, heightmap_meters_per_pixel=1, terrain_texture_resolution=4096, use_terrain=True, ) # 2) Open the Editors Toolbar if not editors_toolbar.isVisible(): editors_toolbar.toggleViewAction().trigger() if editors_toolbar.isVisible(): print("Editors tool bar opened successfully") # 3) Use every option in the toolbar. # i) Undo entity_id = editor.ToolsApplicationRequestBus(bus.Broadcast, "CreateNewEntity", EntityId.EntityId()) self.wait_for_condition(lambda: get_tool_button("Undo").isEnabled(), 2.0) initial_count = get_entity_count(entity_id) get_tool_button("Undo").click() wait_condition_print(lambda: get_entity_count(entity_id) != initial_count, 2.0, "Undo tool button is functional") # ii) Redo self.wait_for_condition(lambda: get_tool_button("Redo").isEnabled(), 2.0) get_tool_button("Redo").click() wait_condition_print(lambda: get_entity_count(entity_id) == initial_count, 2.0, "Redo tool button is functional") # iii) Move move_button = get_tool_button("Move") if not move_button.isChecked(): move_button.click() if move_button.isChecked(): print("Move tool button is accesible") # iv) Rotate rotate_button = get_tool_button("Rotate") if not rotate_button.isChecked(): rotate_button.click() if rotate_button.isChecked(): print("Rotate tool button is accesible") # v) Scale scale_button = get_tool_button("Scale") if not scale_button.isChecked(): scale_button.click() if scale_button.isChecked(): print("Scale tool button is accesible") # vi) Play Game get_tool_button("Play Game").click() wait_condition_print(lambda : general.is_in_game_mode(), 3.0, "Play game tool button is responsive") general.exit_game_mode() # vii) Snap to grid # Wait for the snap_to_grid_text to become enabled since in the previous step we are leaving game mode, # so it might still be disabled momentarily snap_to_grid = get_tool_button("Snap To Grid") snap_grid_widget = snap_to_grid.parent() snap_to_grid.setChecked(True) snap_to_grid_text = snap_grid_widget.findChild(QtWidgets.QDoubleSpinBox).findChild(QtWidgets.QLineEdit) self.wait_for_condition(lambda: snap_to_grid_text.isEnabled()) if snap_to_grid.isChecked() == snap_to_grid_text.isEnabled(): print("Snap to grid tool button is responsive") # viii) Snap Angle # Wait for the snap_angle_text to become enabled since in the previous step we are leaving game mode, # so it might still be disabled momentarily snap_angle = get_tool_button("Snap angle") snap_angle_widget = snap_angle.parent() snap_angle.setChecked(True) snap_angle_text = snap_angle_widget.findChild(QtWidgets.QDoubleSpinBox).findChild(QtWidgets.QLineEdit) self.wait_for_condition(lambda: snap_angle_text.isEnabled()) if snap_angle.isChecked() == snap_angle_text.isEnabled(): print("Snap angle tool button is responsive") test = TestEditModeToolbar() test.run_test()