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o3de/Gems/Atom/RPI/Code/Tests/Common/AssetSystemStub.h

74 lines
3.7 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 <AzToolsFramework/API/EditorAssetSystemAPI.h>
namespace UnitTest
{
/**
* This class can stub out the asset system to enable the RPI's AssetUtils class to look up test assets.
* This is included in the RPITestFixture class. To use it, first create a test asset using AssetManager::Create()
* or one of the RPI's AssetCreators. This will register the asset with the asset database. Example:
*
* Data::Asset<MaterialAsset> myTestMaterialAsset1;
* MaterialAssetCreator creator;
* creator.Begin(...);
* // set some stuff
* creator.End(myTestMaterialAsset1);
*
* Then call RegisterSourceInfo for whatever test assets you want to be able to access via AssetUtils.
* This associates an AssetInfo object with some dummy source file name. No source file is actually created;
* it just allows AssetUtils to find the desired AssetInfo when looking up a source file name that your unit
* test provides. Example:
*
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial1.material", Data::AssetInfo{ myTestMaterialAsset1.GetId() }, "");
* m_assetSystemStub.RegisterSourceInfo("MyTestMaterial2.material", Data::AssetInfo{ myTestMaterialAsset2.GetId() }, "");
*
* Now the RPI should be able to use AssetUtils like normal to access your test assets. Example:
*
* RPI::AssetUtils::LoadAsset("MyTestMaterial1.material"); // Returns myTestMaterialAsset1
*/
class AssetSystemStub : public AzToolsFramework::AssetSystemRequestBus::Handler
{
public:
void Activate();
void Deactivate();
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetId& assetId);
void RegisterSourceInfo(const char* sourcePath, const AZ::Data::AssetInfo& assetInfo, const AZStd::string& watchFolder);
private:
struct SourceInfo
{
AZ::Data::AssetInfo m_assetInfo;
AZStd::string m_watchFolder;
};
AZStd::unordered_map<AZStd::string, SourceInfo> m_sourceInfoMap;
bool GetSourceInfoBySourcePath(const char* sourcePath, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
const char* GetAbsoluteDevGameFolderPath() override;
const char* GetAbsoluteDevRootFolderPath() override;
bool GetRelativeProductPathFromFullSourceOrProductPath(const AZStd::string& fullPath, AZStd::string& relativeProductPath) override;
bool GenerateRelativeSourcePath(
const AZStd::string& sourcePath, AZStd::string& relativePath, AZStd::string& watchFolder) override;
bool GetFullSourcePathFromRelativeProductPath(const AZStd::string& relPath, AZStd::string& fullSourcePath) override;
bool GetAssetInfoById(const AZ::Data::AssetId& assetId, const AZ::Data::AssetType& assetType, const AZStd::string& platformName, AZ::Data::AssetInfo& assetInfo, AZStd::string& rootFilePath) override;
bool GetSourceInfoBySourceUUID(const AZ::Uuid& sourceUuid, AZ::Data::AssetInfo& assetInfo, AZStd::string& watchFolder) override;
bool GetScanFolders(AZStd::vector<AZStd::string>& scanFolders) override;
bool GetAssetSafeFolders(AZStd::vector<AZStd::string>& assetSafeFolders) override;
bool IsAssetPlatformEnabled(const char* platform) override;
int GetPendingAssetsForPlatform(const char* platform) override;
bool GetAssetsProducedBySourceUUID(const AZ::Uuid& sourceUuid, AZStd::vector<AZ::Data::AssetInfo>& productsAssetInfo) override;
};
} // namespace UnitTest