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o3de/Gems/LyShine/Code/Tests/UiTooltipComponentTest.cpp

293 lines
14 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
*
*/
#include "LyShineTest.h"
#include <ISerialize.h>
#include "UiGameEntityContext.h"
#include "UiButtonComponent.h"
#include "UiTooltipComponent.h"
#include "UiTooltipDisplayComponent.h"
#include "UiElementComponent.h"
#include "UiTransform2dComponent.h"
#include "UiCanvasComponent.h"
#include "UiImageComponent.h"
#include <AzFramework/Application/Application.h>
#include <AzFramework/Entity/GameEntityContextComponent.h>
#include <AzFramework/Asset/AssetSystemComponent.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/Memory/MemoryComponent.h>
#include <AzCore/Asset/AssetManagerComponent.h>
#include <AzCore/IO/Streamer/StreamerComponent.h>
#include <AzCore/Jobs/JobManagerComponent.h>
#include <AzCore/Slice/SliceSystemComponent.h>
namespace UnitTest
{
class MockTimer : public ITimer
{
public:
mutable float m_timer_count = 1.0f;
MOCK_METHOD0(ResetTimer, void());
MOCK_METHOD0(UpdateOnFrameStart, void());
float GetCurrTime([[maybe_unused]] ETimer which) const
{
m_timer_count += 1.0f;
return m_timer_count;
}
MOCK_CONST_METHOD1(GetFrameStartTime, CTimeValue&(ETimer));
MOCK_CONST_METHOD0(GetAsyncTime, CTimeValue());
MOCK_METHOD0(GetAsyncCurTime, float());
MOCK_CONST_METHOD1(GetFrameTime, float(ETimer));
MOCK_CONST_METHOD0(GetRealFrameTime, float());
MOCK_CONST_METHOD0(GetTimeScale, float());
MOCK_CONST_METHOD1(GetTimeScale, float(uint32));
MOCK_METHOD0(ClearTimeScales, void());
MOCK_METHOD2(SetTimeScale, void(float, uint32));
MOCK_METHOD1(EnableTimer, void(bool));
MOCK_CONST_METHOD0(IsTimerEnabled, bool());
MOCK_METHOD0(GetFrameRate, float());
MOCK_METHOD2(GetProfileFrameBlending, float(float*, int*));
MOCK_METHOD1(Serialize, void(TSerialize));
MOCK_METHOD2(PauseTimer, bool(ETimer, bool));
MOCK_METHOD1(IsTimerPaused, bool(ETimer));
MOCK_METHOD2(SetTimer, bool(ETimer, float));
MOCK_METHOD2(SecondsToDateUTC, void(time_t, struct tm&));
MOCK_METHOD1(DateToSecondsUTC, time_t(struct tm&));
MOCK_METHOD1(TicksToSeconds, float(int64));
MOCK_METHOD0(GetTicksPerSecond, int64());
MOCK_METHOD0(CreateNewTimer, ITimer*());
MOCK_METHOD2(EnableFixedTimeMode, void(bool, float));
};
class UiTooltipTestApplication
: public AzFramework::Application
{
void Reflect(AZ::ReflectContext* context) override
{
AzFramework::Application::Reflect(context);
UiSerialize::ReflectUiTypes(context); //< needed to serialize ui Anchor and Offset
}
// override and only include system components required for tests.
AZ::ComponentTypeList GetRequiredSystemComponents() const override
{
return AZ::ComponentTypeList{
azrtti_typeid<AZ::MemoryComponent>(),
azrtti_typeid<AZ::AssetManagerComponent>(),
azrtti_typeid<AZ::JobManagerComponent>(),
azrtti_typeid<AZ::StreamerComponent>(),
azrtti_typeid<AZ::SliceSystemComponent>(),
azrtti_typeid<AzFramework::GameEntityContextComponent>(),
azrtti_typeid<AzFramework::AssetSystem::AssetSystemComponent>(),
};
}
void RegisterCoreComponents() override
{
AzFramework::Application::RegisterCoreComponents();
RegisterComponentDescriptor(UiTransform2dComponent::CreateDescriptor());
RegisterComponentDescriptor(UiElementComponent::CreateDescriptor());
RegisterComponentDescriptor(UiButtonComponent::CreateDescriptor());
RegisterComponentDescriptor(UiTooltipComponent::CreateDescriptor());
RegisterComponentDescriptor(UiTooltipDisplayComponent::CreateDescriptor());
RegisterComponentDescriptor(UiImageComponent::CreateDescriptor());
RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
}
};
class UiTooltipComponentTest
: public testing::Test
{
protected:
UiTooltipTestApplication* m_application = nullptr;
protected:
void SetUp() override
{
// start application
AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
AZ::ComponentApplication::Descriptor appDescriptor;
appDescriptor.m_useExistingAllocator = true;
m_application = aznew UiTooltipTestApplication();
m_application->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
}
void TearDown() override
{
m_application->Stop();
delete m_application;
m_application = nullptr;
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
}
AZStd::tuple<UiCanvasComponent*, UiTooltipDisplayComponent*, UiTooltipComponent*> CreateUiCanvasWithTooltip()
{
// create a canvas
UiGameEntityContext* entityContext = new UiGameEntityContext(); //< UiCanvasComponent takes ownership of this pointer and will free this when exiting
UiCanvasComponent* uiCanvasComponent = UiCanvasComponent::CreateCanvasInternal(entityContext, false);
// add scroll bar to the canvas
AZ::Entity* tooltipDisplayEntity = uiCanvasComponent->CreateChildElement("Ui Tooltip");
tooltipDisplayEntity->Deactivate(); //< deactivate so that we can add components
tooltipDisplayEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiTooltipDisplauComponent
tooltipDisplayEntity->CreateComponent<UiImageComponent>(); //< required by UiTooltipDisplayComponent
auto uiTooltipDisplayComponent = tooltipDisplayEntity->CreateComponent<UiTooltipDisplayComponent>();
tooltipDisplayEntity->Activate();
uiCanvasComponent->SetTooltipDisplayElement(tooltipDisplayEntity->GetId());
// create the button entity
AZ::Entity* buttonEntity = uiCanvasComponent->CreateChildElement("Ui Button");
buttonEntity->Deactivate(); // deactivate to add component
buttonEntity->CreateComponent<UiTransform2dComponent>();
buttonEntity->CreateComponent<UiButtonComponent>();
buttonEntity->CreateComponent<UiImageComponent>();
auto uiTooltipComponent = buttonEntity->CreateComponent<UiTooltipComponent>();
buttonEntity->Activate();
return AZStd::make_tuple(uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent);
}
};
TEST_F(UiTooltipComponentTest, UiTooltipComponent_WillAppearOnHover)
{
MockTimer m_timer = MockTimer();
SSystemGlobalEnvironment env;
SSystemGlobalEnvironment* prevEnv = gEnv;
gEnv = &env;
gEnv->pTimer = &m_timer;
gEnv->pLyShine = nullptr;
auto [uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent] = CreateUiCanvasWithTooltip();
uiTooltipDisplayComponent->SetTriggerMode(UiTooltipDisplayInterface::TriggerMode::OnHover);
AZ::Entity* uiTooltipEntity = uiTooltipComponent->GetEntity();
// test: verify tooltip is hidden by default, hover over button for tooltip to appear, hover off for tooltip to disappear
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnHoverStart);
AZ::EntityId canvasEntityId;
UiElementBus::EventResult(canvasEntityId, uiTooltipComponent->GetEntityId(), &UiElementBus::Events::GetCanvasEntityId);
uiTooltipDisplayComponent->Update();
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Shown);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnHoverEnd);
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
gEnv = prevEnv;
}
TEST_F(UiTooltipComponentTest, UiTooltipComponent_HoverTooltipDisappearsOnPress)
{
MockTimer m_timer = MockTimer();
SSystemGlobalEnvironment env;
SSystemGlobalEnvironment* prevEnv = gEnv;
gEnv = &env;
gEnv->pTimer = &m_timer;
gEnv->pLyShine = nullptr;
auto [uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent] = CreateUiCanvasWithTooltip();
uiTooltipDisplayComponent->SetTriggerMode(UiTooltipDisplayInterface::TriggerMode::OnHover);
AZ::Entity* uiTooltipEntity = uiTooltipComponent->GetEntity();
// test: verify tooltip is hidden by default, hover over button for tooltip to appear, press button for tooltip to disappear
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnHoverStart);
uiTooltipDisplayComponent->Update();
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Shown);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnPressed);
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
gEnv = prevEnv;
}
TEST_F(UiTooltipComponentTest, UiTooltipComponent_TooltipAppearsOnPress)
{
MockTimer m_timer = MockTimer();
SSystemGlobalEnvironment env;
SSystemGlobalEnvironment* prevEnv = gEnv;
gEnv = &env;
gEnv->pTimer = &m_timer;
gEnv->pLyShine = nullptr;
auto [uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent] = CreateUiCanvasWithTooltip();
uiTooltipDisplayComponent->SetTriggerMode(UiTooltipDisplayInterface::TriggerMode::OnPress);
AZ::Entity* uiTooltipEntity = uiTooltipComponent->GetEntity();
// test: verify tooltip is hidden by default, press button for tooltip to appear, release button for tooltip to disappear
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnPressed);
uiTooltipDisplayComponent->Update();
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Shown);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnReleased);
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
gEnv = prevEnv;
}
TEST_F(UiTooltipComponentTest, UiTooltipComponent_TooltipDisappearsOnCanvasPrimaryRelease)
{
MockTimer m_timer = MockTimer();
SSystemGlobalEnvironment env;
SSystemGlobalEnvironment* prevEnv = gEnv;
gEnv = &env;
gEnv->pTimer = &m_timer;
gEnv->pLyShine = nullptr;
auto [uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent] = CreateUiCanvasWithTooltip();
uiTooltipDisplayComponent->SetTriggerMode(UiTooltipDisplayInterface::TriggerMode::OnPress);
AZ::Entity* uiTooltipEntity = uiTooltipComponent->GetEntity();
// test: verify tooltip is hidden by default, press button for tooltip to appear, release mouse on canvas (not on button) for tooltip to disappear
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnPressed);
uiTooltipDisplayComponent->Update();
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Shown);
UiCanvasInputNotificationBus::Event(uiCanvasComponent->GetEntityId(), &UiCanvasInputNotificationBus::Events::OnCanvasPrimaryReleased, uiCanvasComponent->GetEntityId());
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
gEnv = prevEnv;
}
TEST_F(UiTooltipComponentTest, UiTooltipComponent_TooltipAppearsOnClick)
{
MockTimer m_timer = MockTimer();
SSystemGlobalEnvironment env;
SSystemGlobalEnvironment* prevEnv = gEnv;
gEnv = &env;
gEnv->pTimer = &m_timer;
gEnv->pLyShine = nullptr;
auto [uiCanvasComponent, uiTooltipDisplayComponent, uiTooltipComponent] = CreateUiCanvasWithTooltip();
uiTooltipDisplayComponent->SetTriggerMode(UiTooltipDisplayInterface::TriggerMode::OnClick);
AZ::Entity* uiTooltipEntity = uiTooltipComponent->GetEntity();
// test: verify tooltip is hidden by default, click button for tooltip to appear, click off of button for tooltip to disappear
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnPressed);
UiInteractableNotificationBus::Event(uiTooltipEntity->GetId(), &UiInteractableNotificationBus::Events::OnReleased);
uiTooltipDisplayComponent->Update();
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Shown);
UiCanvasInputNotificationBus::Event(uiCanvasComponent->GetEntityId(), &UiCanvasInputNotificationBus::Events::OnCanvasPrimaryReleased, uiCanvasComponent->GetEntityId());
EXPECT_EQ(uiTooltipDisplayComponent->GetState(), UiTooltipDisplayComponent::State::Hidden);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
gEnv = prevEnv;
}
} //namespace UnitTest