Files
o3de/Gems/LyShine/Code/Tests/UiScrollBarComponentTest.cpp
T

144 lines
6.1 KiB
C++

/*
* 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 "LyShine_precompiled.h"
#include "LyShineTest.h"
#include "UiGameEntityContext.h"
#include "UiScrollBarComponent.h"
#include "UiElementComponent.h"
#include "UiTransform2dComponent.h"
#include "UiCanvasComponent.h"
#include "UiImageComponent.h"
#include <AzFramework/Application/Application.h>
#include <AzFramework/Entity/GameEntityContextComponent.h>
#include <AzFramework/Asset/AssetSystemComponent.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzCore/Asset/AssetManagerComponent.h>
#include <AzCore/IO/Streamer/StreamerComponent.h>
#include <AzCore/Jobs/JobManagerComponent.h>
#include <AzCore/Slice/SliceSystemComponent.h>
namespace UnitTest
{
class UiScrollBarTestApplication
: public AzFramework::Application
{
void Reflect(AZ::ReflectContext* context) override
{
AzFramework::Application::Reflect(context);
UiSerialize::ReflectUiTypes(context); //< needed to serialize ui Anchor and Offset
}
// override and only include system components required for tests.
AZ::ComponentTypeList GetRequiredSystemComponents() const override
{
return AZ::ComponentTypeList{
azrtti_typeid<AZ::MemoryComponent>(),
azrtti_typeid<AZ::AssetManagerComponent>(),
azrtti_typeid<AZ::JobManagerComponent>(),
azrtti_typeid<AZ::StreamerComponent>(),
azrtti_typeid<AZ::SliceSystemComponent>(),
azrtti_typeid<AzFramework::GameEntityContextComponent>(),
azrtti_typeid<AzFramework::AssetSystem::AssetSystemComponent>(),
};
}
void RegisterCoreComponents() override
{
AzFramework::Application::RegisterCoreComponents();
RegisterComponentDescriptor(UiTransform2dComponent::CreateDescriptor());
RegisterComponentDescriptor(UiElementComponent::CreateDescriptor());
RegisterComponentDescriptor(UiScrollBarComponent::CreateDescriptor());
RegisterComponentDescriptor(UiImageComponent::CreateDescriptor());
RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
}
};
class UiScrollBarComponentTest
: public testing::Test
{
protected:
void SetUp() override
{
// start application
AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
AZ::ComponentApplication::Descriptor appDescriptor;
appDescriptor.m_useExistingAllocator = true;
m_application = aznew UiScrollBarTestApplication();
m_application->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
}
void TearDown() override
{
m_application->Stop();
delete m_application;
m_application = nullptr;
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
}
static AZStd::tuple<UiCanvasComponent*, UiScrollBarComponent*> CreateUiCanvasWithScrollBar()
{
// create a canvas
UiGameEntityContext* entityContext = new UiGameEntityContext(); //< UiCanvasComponent takes ownership of this pointer and will free this when exiting
UiCanvasComponent* uiCanvasComponent = UiCanvasComponent::CreateCanvasInternal(entityContext, false);
// add scroll bar to the canvas
AZ::Entity* uiScrollBarEntity = uiCanvasComponent->CreateChildElement("Ui Scroll Bar");
uiScrollBarEntity->Deactivate(); //< deactivate so that we can add components
uiScrollBarEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiScrollBarComponent
uiScrollBarEntity->CreateComponent<UiImageComponent>(); //< required by UiScrollBarComponent
auto uiScrollBarComponent = uiScrollBarEntity->CreateComponent<UiScrollBarComponent>();
uiScrollBarEntity->Activate();
// create the handle entity
AZ::Entity* handleEntity = uiScrollBarEntity->FindComponent<UiElementComponent>()->CreateChildElement("Handle");
handleEntity->Deactivate(); // deactivate to add component
handleEntity->CreateComponent<UiTransform2dComponent>();
handleEntity->CreateComponent<UiImageComponent>();
handleEntity->Activate();
// give the handle a size otherwise scroll box items won't be spawned (fill the whole canvas)
uiScrollBarComponent->SetHandleEntity(handleEntity->GetId());
return AZStd::make_tuple(uiCanvasComponent, uiScrollBarComponent);
}
private:
UiScrollBarTestApplication* m_application = nullptr;
};
TEST_F(UiScrollBarComponentTest, UiScrollBarComponent_WillFadeAfterDelay)
{
UiCanvasComponent* uiCanvasComponent;
UiScrollBarComponent* uiScrollBarComponent;
std::tie(uiCanvasComponent, uiScrollBarComponent) = CreateUiCanvasWithScrollBar();
AZ::Entity* uiScrollBarEntity = uiScrollBarComponent->GetEntity();
// test: move the scrollbar, wait 2 seconds and see if the alpha has faded to 0
UiScrollBarBus::Event(uiScrollBarEntity->GetId(), &UiScrollBarBus::Events::SetAutoFadeEnabled, true);
uiScrollBarComponent->SetValue(0.5f); // move the scrollbar
uiScrollBarComponent->Update(2.0f);// wait two seconds
EXPECT_EQ(uiScrollBarEntity->FindComponent<UiImageComponent>()->GetAlpha(), 0.0f);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
}
} //namespace UnitTest