/* * 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. * */ #include #include #include #include #include class LandscapeCanvasTest : public ::testing::Test { protected: void SetUp() override { // Setup a system allocator AZ::ComponentApplication::Descriptor appDesc; m_application.Create(appDesc); m_application.RegisterComponentDescriptor(LandscapeCanvas::LandscapeCanvasSystemComponent::CreateDescriptor()); } void TearDown() override { m_application.Destroy(); } AZ::ComponentApplication m_application; }; TEST_F(LandscapeCanvasTest, LandscapeCanvasSystemComponentCreatesAndDestroysSuccessfully) { LandscapeCanvas::LandscapeCanvasSystemComponent test; } TEST_F(LandscapeCanvasTest, LandscapeCanvasSystemComponentActivatesAndDeactivatesSuccessfully) { auto entity = AZStd::make_unique(); entity->CreateComponent(); entity->Init(); EXPECT_EQ(AZ::Entity::State::Init, entity->GetState()); entity->Activate(); EXPECT_EQ(AZ::Entity::State::Active, entity->GetState()); entity->Deactivate(); EXPECT_EQ(AZ::Entity::State::Init, entity->GetState()); } AZ_UNIT_TEST_HOOK(DEFAULT_UNIT_TEST_ENV);