1f9b284de2
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h # Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h # Code/Editor/Plugins/EditorCommon/stdafx.cpp # Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h # Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h # Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h # Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h # Code/Tools/AssetProcessor/native/precompiled.h # Code/Tools/Standalone/StandaloneTools_precompiled.h # Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h # Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h # Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h # Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h # Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h # Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake # Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h # Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h # Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h # Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp # Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake # Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h # Gems/Blast/Code/Source/StdAfx.cpp # Gems/Camera/Code/Source/Camera_precompiled.h # Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h # Gems/FastNoise/Code/Source/FastNoise_precompiled.h # Gems/Gestures/Code/Source/Gestures_precompiled.h # Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h # Gems/GraphCanvas/Code/precompiled.h # Gems/ImGui/Code/Source/ImGui_precompiled.h # Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h # Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h # Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp # Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h # Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h # Gems/LyShine/Code/Source/LyShine_precompiled.h # Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h # Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h # Gems/Maestro/Code/Source/Maestro_precompiled.h # Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h # Gems/Metastream/Code/Source/Metastream_precompiled.h # Gems/Microphone/Code/Source/Microphone_precompiled.h # Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h # Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h # Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h # Gems/PhysX/Code/Source/PhysX_precompiled.h # Gems/PhysX/Code/physx_unsupported_files.cmake # Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h # Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h # Gems/ScriptCanvas/Code/Editor/precompiled.h # Gems/ScriptCanvas/Code/Source/precompiled.h # Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h # Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h # Gems/ScriptEvents/Code/Source/precompiled.h # Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp # Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h # Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h # Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h # Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h # Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h # Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h # Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h # Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h # Gems/Twitch/Code/Source/Twitch_precompiled.h # Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h # Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
206 lines
9.9 KiB
C++
206 lines
9.9 KiB
C++
/*
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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 "LyShineTest.h"
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#include "UiGameEntityContext.h"
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#include "UiDynamicScrollBoxComponent.h"
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#include "UiScrollBoxComponent.h"
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#include "UiElementComponent.h"
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#include "UiTransform2dComponent.h"
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#include "UiCanvasComponent.h"
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#include "Mocks/UiDynamicScrollBoxDataBusHandlerMock.h"
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#include <AzFramework/Application/Application.h>
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#include <AzFramework/Entity/GameEntityContextComponent.h>
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#include <AzFramework/Asset/AssetSystemComponent.h>
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Memory/MemoryComponent.h>
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#include <AzCore/Asset/AssetManagerComponent.h>
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#include <AzCore/IO/Streamer/StreamerComponent.h>
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#include <AzCore/Jobs/JobManagerComponent.h>
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#include <AzCore/Slice/SliceSystemComponent.h>
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namespace UnitTest
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{
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// Simplified version of AzFramework::Application
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class UiDynamicScrollBoxTestApplication
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: public AzFramework::Application
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{
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void Reflect(AZ::ReflectContext* context) override
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{
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AzFramework::Application::Reflect(context);
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UiSerialize::ReflectUiTypes(context); //< needed to serialize ui Anchor and Offset
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}
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// override and only include system components required for tests.
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AZ::ComponentTypeList GetRequiredSystemComponents() const override
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{
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return AZ::ComponentTypeList{
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azrtti_typeid<AZ::MemoryComponent>(),
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azrtti_typeid<AZ::AssetManagerComponent>(),
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azrtti_typeid<AZ::JobManagerComponent>(),
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azrtti_typeid<AZ::StreamerComponent>(),
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azrtti_typeid<AZ::SliceSystemComponent>(),
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azrtti_typeid<AzFramework::GameEntityContextComponent>(),
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azrtti_typeid<AzFramework::AssetSystem::AssetSystemComponent>(),
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};
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}
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void RegisterCoreComponents() override
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{
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AzFramework::Application::RegisterCoreComponents();
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RegisterComponentDescriptor(UiTransform2dComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiElementComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiScrollBoxComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiDynamicScrollBoxComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiDynamicScrollBoxDataBusHandlerMock::CreateDescriptor());
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RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
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}
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};
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class UiDynamicScrollBoxComponentTest
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: public testing::Test
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{
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protected:
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void SetUp() override
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{
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// start application
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AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
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AZ::AllocatorInstance<AZ::LegacyAllocator>::Create();
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AZ::ComponentApplication::Descriptor appDescriptor;
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appDescriptor.m_useExistingAllocator = true;
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m_application = aznew UiDynamicScrollBoxTestApplication();
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m_application->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
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}
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void TearDown() override
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{
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m_application->Stop();
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delete m_application;
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m_application = nullptr;
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AZ::AllocatorInstance<AZ::LegacyAllocator>::Destroy();
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AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
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}
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static int FindDescendantCount(const AZ::Entity* entity)
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{
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LyShine::EntityArray children = entity->FindComponent<UiElementComponent>()->GetChildElements();
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int numDescendants = children.size();
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for(const AZ::Entity* child : children)
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{
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numDescendants += FindDescendantCount(child);
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}
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return numDescendants;
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}
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static int FindCanvasElementCount(UiCanvasComponent* uiCanvasComponent)
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{
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const LyShine::EntityArray childEntities = uiCanvasComponent->GetChildElements();
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int numCanvasElements = childEntities.size();
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for (const AZ::Entity* childEntity : childEntities)
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{
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numCanvasElements += FindDescendantCount(childEntity);
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}
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return numCanvasElements;
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}
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static AZStd::tuple<UiCanvasComponent*, UiScrollBoxComponent*, UiDynamicScrollBoxComponent*, AZ::Entity*> CreateUiCanvasWithScrollBox()
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{
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// create a canvas
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UiGameEntityContext* entityContext = new UiGameEntityContext(); //< UiCanvasComponent takes ownership of this pointer and will free this when exiting
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UiCanvasComponent* uiCanvasComponent = UiCanvasComponent::CreateCanvasInternal(entityContext, false);
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// add scroll box to the canvas
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AZ::Entity* uiScrollBoxEntity = uiCanvasComponent->CreateChildElement("Ui Scroll Box");
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uiScrollBoxEntity->Deactivate(); //< deactivate so that we can add components
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uiScrollBoxEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiScrollBoxComponent
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auto uiScrollBoxComponent = uiScrollBoxEntity->CreateComponent<UiScrollBoxComponent>();
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auto uiDynamicScrollBoxComponent = uiScrollBoxEntity->CreateComponent<UiDynamicScrollBoxComponent>();
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uiScrollBoxEntity->Activate();
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// create the content entity (the parent container for the scroll box items)
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AZ::Entity* contentEntity = uiScrollBoxEntity->FindComponent<UiElementComponent>()->CreateChildElement("Content");
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contentEntity->Deactivate(); // deactivate to add component
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auto contentTransform = contentEntity->CreateComponent<UiTransform2dComponent>();
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contentEntity->Activate();
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// give the content a size otherwise scroll box items won't be spawned (fill the whole canvas)
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contentTransform->SetOffsets(UiTransform2dInterface::Offsets(0.0f, 0.0f, 0.0f, 0.0f));
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contentTransform->SetAnchors(UiTransform2dInterface::Anchors(0.0f, 0.0f, 1.0f, 1.0f), false, false);
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uiScrollBoxComponent->SetContentEntity(contentEntity->GetId());
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return AZStd::make_tuple(uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity);
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}
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private:
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UiDynamicScrollBoxTestApplication* m_application = nullptr;
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};
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TEST_F(UiDynamicScrollBoxComponentTest, UiDynamicScrollBoxComponent_WillClonePrototype_FT)
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{
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auto[uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity] = CreateUiCanvasWithScrollBox();
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AZ::Entity* uiScrollBoxEntity = uiScrollBoxComponent->GetEntity();
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// Main test here: Make a scroll box with 3 items and make sure the 3 items are actually spawned
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const int numScrollBoxItems = 3;
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uiScrollBoxEntity->Deactivate();
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const auto uiDynamicScrollBoxDataBusHandlerMock = new testing::NiceMock<UiDynamicScrollBoxDataBusHandlerMock>();
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uiScrollBoxEntity->AddComponent(uiDynamicScrollBoxDataBusHandlerMock);
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uiScrollBoxEntity->Activate();
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ON_CALL(*uiDynamicScrollBoxDataBusHandlerMock, GetNumElements()).WillByDefault(testing::Return(numScrollBoxItems));
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// create a prototype element and make it a child of the scroll box's content container
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AZ::Entity* prototype = contentEntity->FindComponent<UiElementComponent>()->CreateChildElement("Prototype");
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prototype->Deactivate(); //< deactivate before adding components
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auto prototypeTransform = prototype->CreateComponent<UiTransform2dComponent>();
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prototype->Activate();
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// Give the prototype some area (1x1px) because scroll boxes won't clone zero-sized (invisible) prototypes
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prototypeTransform->SetLocalWidth(1.0f);
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prototypeTransform->SetLocalHeight(1.0f);
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prototypeTransform->SetAnchors(UiTransform2dInterface::Anchors(0.5f, 0.5f, 0.5f, 0.5f), false, false);
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uiDynamicScrollBoxComponent->SetPrototypeElement(prototype->GetId());
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// We requested 3 scroll box items, so we expect 5 element in total:
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// (1) scroll box, (1) content entity, and (3) prototype clones. (the original prototype is deactivated and won't be counted)
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uiDynamicScrollBoxComponent->RefreshContent();
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EXPECT_EQ(FindCanvasElementCount(uiCanvasComponent), 5);
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// clean up the canvas
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delete uiCanvasComponent->GetEntity();
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}
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TEST_F(UiDynamicScrollBoxComponentTest, UiDynamicScrollBoxComponent_WillNotCloneInvalidPrototype_FT)
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{
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auto[uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity] = CreateUiCanvasWithScrollBox();
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AZ::Entity* uiScrollBoxEntity = uiScrollBoxComponent->GetEntity();
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// Main test here: Set the prototype to the scroll box itself causing a circular dependency.
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// We tell the scroll box to clone 3 bad elements, none of which should actually be cloned.
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const int numScrollBoxItems = 3;
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uiScrollBoxEntity->Deactivate(); //< deactivate before adding components
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const auto uiDynamicScrollBoxDataBusHandlerMock = new testing::NiceMock<UiDynamicScrollBoxDataBusHandlerMock>();
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uiScrollBoxEntity->AddComponent(uiDynamicScrollBoxDataBusHandlerMock);
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uiScrollBoxEntity->Activate();
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ON_CALL(*uiDynamicScrollBoxDataBusHandlerMock, GetNumElements()).WillByDefault(testing::Return(numScrollBoxItems));
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uiDynamicScrollBoxComponent->SetPrototypeElement(uiScrollBoxEntity->GetId());
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// We requested 3 scroll box items, but they are invalid so we expect that only 2 entity exist on the canvas
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// (1) scroll box and (1) content entity
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uiDynamicScrollBoxComponent->RefreshContent();
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EXPECT_EQ(FindCanvasElementCount(uiCanvasComponent), 2);
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// clean up the canvas
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delete uiCanvasComponent->GetEntity();
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}
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} //namespace UnitTest
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