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124 lines
6.3 KiB
C++
124 lines
6.3 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 <gtest/gtest.h>
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#include <Tests/UI/UIFixture.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <EMotionFX/Source/AnimGraphManager.h>
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#include <EMotionFX/Source/AnimGraphMotionNode.h>
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#include <EMotionFX/Source/AnimGraphStateMachine.h>
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#include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AnimGraphPlugin.h>
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#include <QApplication>
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#include <QtTest>
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#include "qtestsystem.h"
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#include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AttributesWindow.h>
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#include <Source/Editor/ObjectEditor.h>
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#include <AzToolsFramework/UI/PropertyEditor/PropertyRowWidget.hxx>
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#include <EMotionFX/Source/AnimGraphPlayTimeCondition.h>
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#include <AzQtComponents/Components/Widgets/CardHeader.h>
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namespace EMotionFX
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{
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class RemoveTransitionConditionFixture : public UIFixture
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{
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public:
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void SetUp() override
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{
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UIFixture::SetUp();
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AZStd::string commandResult;
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MCore::CommandGroup group;
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// Create empty anim graph, add a motion node and a blend tree.
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group.AddCommandString(AZStd::string::format("CreateAnimGraph -animGraphID %d", m_animGraphId));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateNode -animGraphID %d -type %s -parentName Root -xPos 100 -yPos 100 -name testMotion",
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m_animGraphId, azrtti_typeid<AnimGraphMotionNode>().ToString<AZStd::string>().c_str()));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateNode -animGraphID %d -type %s -parentName Root -xPos 200 -yPos 100 -name testBlendTree",
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m_animGraphId, azrtti_typeid<BlendTree>().ToString<AZStd::string>().c_str()));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateConnection -animGraphID %d -transitionType %s -sourceNode testMotion -targetNode testBlendTree",
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m_animGraphId, azrtti_typeid<AnimGraphStateTransition>().ToString<AZStd::string>().c_str()));
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EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommandGroup(group, commandResult)) << commandResult.c_str();
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m_animGraph = GetAnimGraphManager().FindAnimGraphByID(m_animGraphId);
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EXPECT_NE(m_animGraph, nullptr) << "Cannot find newly created anim graph.";
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}
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void TearDown() override
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{
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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delete m_animGraph;
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UIFixture::TearDown();
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}
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public:
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const AZ::u32 m_animGraphId = 64;
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AnimGraph* m_animGraph = nullptr;
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};
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TEST_F(RemoveTransitionConditionFixture, RemoveTransitionConditions)
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{
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RecordProperty("test_case_id", "C15031141");
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auto animGraphPlugin = static_cast<EMStudio::AnimGraphPlugin*>(EMStudio::GetPluginManager()->FindActivePlugin(EMStudio::AnimGraphPlugin::CLASS_ID));
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ASSERT_TRUE(animGraphPlugin) << "Anim graph plugin not found.";
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EMStudio::AnimGraphModel& animGraphModel = animGraphPlugin->GetAnimGraphModel();
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// Find the transition between the motion node and the blend tree.
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AnimGraphStateTransition* transition = m_animGraph->GetRootStateMachine()->GetTransition(0);
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ASSERT_TRUE(transition) << "Anim graph transition not found.";
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// Select the transition in the anim graph model.
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const QModelIndex& modelIndex = animGraphModel.FindFirstModelIndex(transition);
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const EMStudio::AnimGraphModel::ModelItemType itemType = modelIndex.data(EMStudio::AnimGraphModel::ROLE_MODEL_ITEM_TYPE).value<EMStudio::AnimGraphModel::ModelItemType>();
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ASSERT_TRUE(modelIndex.isValid()) << "Anim graph transition has an invalid model index.";
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animGraphModel.GetSelectionModel().select(QItemSelection(modelIndex, modelIndex), QItemSelectionModel::Current | QItemSelectionModel::ClearAndSelect | QItemSelectionModel::Rows);
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// Ensure Theere is no initial condition
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ASSERT_EQ(0, transition->GetNumConditions()) << " Anim Graph Should not have a condition";
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// Create Condition
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// Find and "click" on Add Condition button
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EMStudio::AddConditionButton* addConditionButton = m_animGraphPlugin->GetAttributesWindow()->GetAddConditionButton();
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ASSERT_TRUE(addConditionButton) << "Add Condition button was not found";
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addConditionButton->OnCreateContextMenu();
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// Add a specific condition
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QAction* addPlayTimeConditionButton = RemoveTransitionConditionFixture::GetNamedAction(m_animGraphPlugin->GetAttributesWindow(), "Play Time Condition");
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ASSERT_TRUE(addPlayTimeConditionButton) << "'Play Time Condition' button was not found";
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addPlayTimeConditionButton->trigger();
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// Ensure Condition is created
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ASSERT_EQ(1, transition->GetNumConditions()) << " Anim Graph transition condition should have been made removed";
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// Find the created Condition
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auto objectEditor = animGraphPlugin->GetAttributesWindow()->findChild<QWidget*>("EMFX.AttributesWindowWidget.NodeTransition.ConditionsWidget");
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ASSERT_TRUE(objectEditor);
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const AzQtComponents::CardHeader* cardHeader = objectEditor->findChild<AzQtComponents::CardHeader*>();
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ASSERT_TRUE(cardHeader) << "Transition Condition CardHeader not found.";
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const QFrame* frame = cardHeader->findChild<QFrame*>("Background");
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ASSERT_TRUE(frame) << "Transtion Condition CardHeader Background Frame not found.";
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QPushButton* contextMenubutton = frame->findChild< QPushButton*>("ContextMenu");
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ASSERT_TRUE(contextMenubutton) << "Transition Condition ContextMenu not found.";
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// Pop up the context menu.
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QTest::mouseClick(contextMenubutton, Qt::LeftButton);
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QAction* deleteAction = RemoveTransitionConditionFixture::GetNamedAction(animGraphPlugin->GetAttributesWindow(), "Delete condition");
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ASSERT_TRUE(deleteAction) << "Delete Condition Action not found";
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deleteAction->trigger();
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// Check if the Condition get deleted.
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ASSERT_EQ(0, transition->GetNumConditions()) << " Anim Graph transition condition should be removed";
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}
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} // namespace EMotionFX
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