You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/ScriptCanvasDeveloper/Code/Editor/Source/EditorAutomationTests/VariableTests.h

327 lines
12 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <QLineEdit>
#include <QMenu>
#include <QString>
#include <QTableView>
#include <GraphCanvas/Components/Nodes/NodeBus.h>
#include <GraphCanvas/Components/SceneBus.h>
#include <GraphCanvas/Components/Slots/SlotBus.h>
#include <GraphCanvas/Components/VisualBus.h>
#include <GraphCanvas/Utils/ConversionUtils.h>
#include <ScriptCanvas/Bus/RequestBus.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationTest.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/EditorKeyActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/EditorMouseActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/WidgetActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/ConnectionActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/CreateElementsActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/EditorViewActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/ElementInteractions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/GraphActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationActions/ScriptCanvasActions/VariableActions.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/CreateElementsStates.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/EditorViewStates.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/ElementInteractionStates.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/VariableStates.h>
#include <ScriptCanvasDeveloperEditor/EditorAutomation/EditorAutomationStates/UtilityStates.h>
namespace ScriptCanvasDeveloper
{
/**
EditorAutmationTest that will create a variable of the specified type using the specified creation type, and optionally give it a name
*/
class ManuallyCreateVariableTest
: public EditorAutomationTest
{
public:
ManuallyCreateVariableTest(ScriptCanvas::Data::Type dataType, CreateVariableAction::CreationType creationType, AZStd::string variableName = AZStd::string());
~ManuallyCreateVariableTest() override = default;
};
/**
EditorautomationTest that will provide a nicer name for the test.
*/
class CreateNamedVariableTest
: public ManuallyCreateVariableTest
{
public:
CreateNamedVariableTest(ScriptCanvas::Data::Type dataType, AZStd::string name, CreateVariableAction::CreationType creationType = CreateVariableAction::CreationType::AutoComplete);
~CreateNamedVariableTest() override = default;
};
/**
EditorautomationTest that will create a two variables with a duplicated name
*/
class DuplicateVariableNameTest
: public EditorAutomationTest
{
class CheckVariableForNameMismatchState
: public CustomActionState
{
public:
CheckVariableForNameMismatchState(AutomationStateModelId nameId, AutomationStateModelId variableId);
~CheckVariableForNameMismatchState() override = default;
void OnCustomAction() override;
private:
AutomationStateModelId m_nameId;
AutomationStateModelId m_variableId;
};
public:
DuplicateVariableNameTest(ScriptCanvas::Data::Type firstType, ScriptCanvas::Data::Type secondType, AZStd::string variableName);
~DuplicateVariableNameTest() override = default;
};
// General Helper States for the tests in this file.
namespace EditStringLike
{
class VariableInPaletteState
: public NamedAutomationState
{
public:
typedef std::function< AZ::Outcome<void, AZStd::string>(const ScriptCanvas::GraphVariable*)> VariablePaletteValidator;
VariableInPaletteState(AZStd::string value, AutomationStateModelId variableId, VariablePaletteValidator validator);
~VariableInPaletteState() override = default;
void OnSetupStateActions(EditorAutomationActionRunner& actionRunner) override;
void OnStateActionsComplete() override;
private:
AZStd::string m_stringValue;
AutomationStateModelId m_variableId;
VariablePaletteValidator m_validator;
MouseMoveAction* m_moveToTableRow = nullptr;
MouseClickAction m_clickAction;
ProcessUserEventsAction m_processEvents;
TypeStringAction m_typeStringAction;
TypeCharAction m_typeReturnAction;
};
class ValueInNodeState
: public NamedAutomationState
{
public:
typedef std::function< AZ::Outcome<void, AZStd::string>(const ScriptCanvas::Datum*)> DatumValidator;
ValueInNodeState(AZStd::string value, AutomationStateModelId endpointId, DatumValidator datumValidator);
~ValueInNodeState() override = default;
void OnSetupStateActions(EditorAutomationActionRunner& actionRunner) override;
void OnStateActionsComplete() override;
private:
AZStd::string m_stringValue;
AutomationStateModelId m_endpointId;
DatumValidator m_datumValidator;
MouseClickAction m_clickAction;
ProcessUserEventsAction m_processEvents;
TypeStringAction m_typeStringAction;
TypeCharAction m_typeReturnAction;
MouseToNodePropertyEditorAction* m_moveToPropertyAction = nullptr;
};
}
/**
EditorautomationTest that will test out a couple of ways of editing a number[GraphPalette modification, and on-node editing]
*/
class ModifyNumericInputTest
: public EditorAutomationTest
{
public:
ModifyNumericInputTest(double value);
~ModifyNumericInputTest() override = default;
};
/**
EditorautomationTest that will test out a couple of ways of editing a string[GraphPalette modification, an on-node editing]
*/
class ModifyStringInputTest
: public EditorAutomationTest
{
public:
ModifyStringInputTest(AZStd::string value);
~ModifyStringInputTest() override = default;
};
/**
EditorautomationTest that will test out a couple of ways of editing a bool[GraphPalette modification, an on-node editing]
*/
class ToggleBoolInputTest
: public EditorAutomationTest
{
enum State
{
CreateGraph,
CreateVariable,
ToggleBoolInPalette,
CreateSetNode,
ToggleBoolInNode,
CloseGraph
};
class ToggleBoolInPaletteState
: public NamedAutomationState
{
public:
ToggleBoolInPaletteState(AutomationStateModelId variableId);
~ToggleBoolInPaletteState() override = default;
void OnSetupStateActions(EditorAutomationActionRunner& actionRunner) override;
void OnStateActionsComplete() override;
private:
bool m_originalValue = false;
AutomationStateModelId m_variableId;
MouseClickAction* m_interactWithTableAction = nullptr;
ProcessUserEventsAction m_processEvents;
};
class ToggleBoolInNodeState
: public NamedAutomationState
{
public:
ToggleBoolInNodeState(AutomationStateModelId endpointId);
~ToggleBoolInNodeState() override = default;
void OnSetupStateActions(EditorAutomationActionRunner& actionRunner) override;
void OnStateActionsComplete() override;
private:
ScriptCanvas::Endpoint m_scriptCanvasEndpoint;
bool m_originalValue = false;
AutomationStateModelId m_endpointId;
MouseToNodePropertyEditorAction* m_mouseToNodePropertyEditorAction = nullptr;
ProcessUserEventsAction m_processEvents;
MouseClickAction m_clickAction;
};
public:
ToggleBoolInputTest();
~ToggleBoolInputTest() override = default;
};
/**
EditorautomationTest that takes in a set of variable types to create. For each type it will then create the variable, create a get and set node for that variable. Then clean-up the nodes and delete the variable.
*/
class VariableLifeCycleTest
: public EditorAutomationTest
{
public:
VariableLifeCycleTest(AZStd::string name, AZStd::vector<ScriptCanvas::Data::Type> dataTypes, CreateVariableAction::CreationType creationType = CreateVariableAction::CreationType::AutoComplete);
~VariableLifeCycleTest() override = default;
void OnTestStarting() override;
protected:
// Custom Transition
int EvaluateTransition(int stateId) override;
////
private:
int SetupNextVariable();
ScriptCanvas::VariableId m_activeVariableId;
AZStd::vector<CreateVariableAction*> m_createVariables;
AZStd::vector<ScriptCanvas::Data::Type> m_typesToMake;
bool m_createVariablesNodesViaContextMenu = true;
int m_activeIndex = 0;
GraphCanvas::ViewId m_viewId;
GraphCanvas::GraphId m_graphId;
ScriptCanvas::ScriptCanvasId m_scriptCanvasId;
AutomationStateModelId m_variableTypeId;
AutomationStateModelId m_variableId;
AutomationStateModelId m_viewCenter;
AutomationStateModelId m_offsetCenter;
FindViewCenterState* m_findViewCenterState;
CreateVariableState* m_createVariableState;
CreateVariableNodeFromGraphPaletteState* m_dragCreateGetNode = nullptr;
CreateVariableNodeFromGraphPaletteState* m_dragCreateSetNode = nullptr;
CreateNodeFromContextMenuState* m_createGetNode = nullptr;
CreateNodeFromContextMenuState* m_createSetNode = nullptr;
AltClickSceneElementState* m_destroyGetNode = nullptr;
AltClickSceneElementState* m_destroySetNode = nullptr;
DeleteVariableRowFromPaletteState* m_deleteVariableRowState = nullptr;
};
/**
EditorautomationTest that will create every variable type(including all variations of containers) and then delete them all.
*/
class RapidVariableCreationDeletionTest
: public EditorAutomationTest
{
public:
RapidVariableCreationDeletionTest();
~RapidVariableCreationDeletionTest() override = default;
void OnTestStarting() override;
// Custom Transition
int EvaluateTransition(int stateId) override;
////
private:
int SetupNextVariable();
private:
QTableView* m_graphPalette = nullptr;
int m_activeIndex = 0;
AZStd::vector< ScriptCanvas::Data::Type > m_variableTypes;
AutomationStateModelId m_variableType;
CreateVariableState* m_createVariableState = nullptr;
DeleteVariableRowFromPaletteState* m_deleteVariableRowState = nullptr;
ShowGraphVariablesAction m_showGraphVariableAction;
};
}