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