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147 lines
6.1 KiB
Python
147 lines
6.1 KiB
Python
"""
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All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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its licensors.
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For complete copyright and license terms please see the LICENSE at the root of this
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distribution (the "License"). All use of this software is governed by the License,
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or, if provided, by the license below or the license accompanying this file. Do not
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remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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C1564083 : Edit Mode Toolbar
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https://testrail.agscollab.com/index.php?/cases/view/1564083
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"""
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import os
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import sys
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sys.path.append(os.path.dirname(os.path.abspath(__file__)))
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import azlmbr.legacy.general as general
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import azlmbr.bus as bus
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import azlmbr.editor as editor
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import azlmbr.entity as EntityId
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import Tests.ly_shared.pyside_utils as pyside_utils
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import Tests.ly_shared.hydra_editor_utils as editor_utils
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from PySide2 import QtWidgets
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from Tests.editor.editor_utils.editor_test_helper import EditorTestHelper
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class TestEditModeToolbar(EditorTestHelper):
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def __init__(self):
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EditorTestHelper.__init__(self, log_prefix="edit_mode_toolbar_function: ", args=["level"])
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def run_test(self):
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"""
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Summary:
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Interact with Edit mode toolbar options and verify if all the options are functional.
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Expected Behavior:
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All options available in the Edit Mode Toolbar function as intended.
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Test Steps:
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1) Create/Open a level
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2) Open the Edit mode Toolbar
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3) Use every option in the toolbar.
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Note:
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- This test file must be called from the Lumberyard Editor command terminal
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- Any passed and failed tests are written to the Editor.log file.
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Parsing the file or running a log_monitor are required to observe the test results.
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:return: None
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"""
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editor_window = pyside_utils.get_editor_main_window()
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editors_toolbar = editor_window.findChild(QtWidgets.QToolBar, "EditMode")
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def get_entity_count(entity_id):
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searchFilter = EntityId.SearchFilter()
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searchFilter.names = [editor.EditorEntityInfoRequestBus(bus.Event, "GetName", entity_id)]
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entities = EntityId.SearchBus(bus.Broadcast, "SearchEntities", searchFilter)
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return len(entities)
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def get_tool_button(option):
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button = pyside_utils.find_child_by_pattern(editors_toolbar, option)
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if button.text() == option:
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return button
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def wait_condition_print(function, wait_time, print_message=""):
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self.wait_for_condition(function, wait_time)
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if function() and print_message != "":
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print(print_message)
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# 1) Create new level with an Entity
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self.test_success = self.create_level(
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self.args["level"],
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heightmap_resolution=1024,
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heightmap_meters_per_pixel=1,
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terrain_texture_resolution=4096,
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use_terrain=True,
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)
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# 2) Open the Editors Toolbar
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if not editors_toolbar.isVisible():
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editors_toolbar.toggleViewAction().trigger()
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if editors_toolbar.isVisible():
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print("Editors tool bar opened successfully")
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# 3) Use every option in the toolbar.
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# i) Undo
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entity_id = editor.ToolsApplicationRequestBus(bus.Broadcast, "CreateNewEntity", EntityId.EntityId())
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self.wait_for_condition(lambda: get_tool_button("Undo").isEnabled(), 2.0)
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initial_count = get_entity_count(entity_id)
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get_tool_button("Undo").click()
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wait_condition_print(lambda: get_entity_count(entity_id) != initial_count, 2.0, "Undo tool button is functional")
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# ii) Redo
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self.wait_for_condition(lambda: get_tool_button("Redo").isEnabled(), 2.0)
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get_tool_button("Redo").click()
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wait_condition_print(lambda: get_entity_count(entity_id) == initial_count, 2.0, "Redo tool button is functional")
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# iii) Move
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move_button = get_tool_button("Move")
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if not move_button.isChecked(): move_button.click()
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if move_button.isChecked(): print("Move tool button is accesible")
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# iv) Rotate
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rotate_button = get_tool_button("Rotate")
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if not rotate_button.isChecked(): rotate_button.click()
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if rotate_button.isChecked(): print("Rotate tool button is accesible")
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# v) Scale
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scale_button = get_tool_button("Scale")
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if not scale_button.isChecked(): scale_button.click()
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if scale_button.isChecked(): print("Scale tool button is accesible")
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# vi) Play Game
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get_tool_button("Play Game").click()
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wait_condition_print(lambda : general.is_in_game_mode(), 3.0, "Play game tool button is responsive")
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general.exit_game_mode()
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# vii) Snap to grid
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# Wait for the snap_to_grid_text to become enabled since in the previous step we are leaving game mode,
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# so it might still be disabled momentarily
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snap_to_grid = get_tool_button("Snap To Grid")
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snap_grid_widget = snap_to_grid.parent()
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snap_to_grid.setChecked(True)
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snap_to_grid_text = snap_grid_widget.findChild(QtWidgets.QDoubleSpinBox).findChild(QtWidgets.QLineEdit)
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self.wait_for_condition(lambda: snap_to_grid_text.isEnabled())
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if snap_to_grid.isChecked() == snap_to_grid_text.isEnabled():
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print("Snap to grid tool button is responsive")
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# viii) Snap Angle
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# Wait for the snap_angle_text to become enabled since in the previous step we are leaving game mode,
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# so it might still be disabled momentarily
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snap_angle = get_tool_button("Snap angle")
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snap_angle_widget = snap_angle.parent()
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snap_angle.setChecked(True)
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snap_angle_text = snap_angle_widget.findChild(QtWidgets.QDoubleSpinBox).findChild(QtWidgets.QLineEdit)
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self.wait_for_condition(lambda: snap_angle_text.isEnabled())
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if snap_angle.isChecked() == snap_angle_text.isEnabled():
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print("Snap angle tool button is responsive")
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test = TestEditModeToolbar()
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test.run_test()
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