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