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240 lines
8.7 KiB
Python
240 lines
8.7 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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"""
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"""
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C6130788: Recover a layer
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https://testrail.agscollab.com/index.php?/cases/view/6130788
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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.editor as editor
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import azlmbr.bus as bus
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import azlmbr.layers as layers
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import Tests.ly_shared.pyside_utils as pyside_utils
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from PySide2 import QtWidgets, QtTest, QtCore
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from Tests.editor.editor_utils.editor_test_helper import EditorTestHelper
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class TestRecoverLayer(EditorTestHelper):
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def __init__(self):
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EditorTestHelper.__init__(self, log_prefix="recover_layer: ", args=["level"])
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def run_test(self):
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"""
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Summary:
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Create two layers, delete them and ensure they can be recovered correctly.
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Expected Behavior:
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Layers can be recovered.
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Test Steps:
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1) Create two new new levels
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2) Create two layers, one with "Save as binary" activated.
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3) Save the level.
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4) Delete the layers.
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5) Save the level again.
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6) Load the other level.
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7) Reload the first level.
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8) Reload the layers using the Asset Browser.
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9) Ensure the layers have recovered.
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9) Ensure the save options are correct.
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10) Undo, check the layers are removed
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11) Redo, check the layers are restored.
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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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def fail_test(msg):
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print(msg)
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print("Test failed.")
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sys.exit()
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def on_focus_changed_save_as(old, new):
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active_widget = QtWidgets.QApplication.activeModalWidget()
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save_level_as_dialogue = active_widget.findChild(QtWidgets.QWidget, "LevelFileDialog")
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if save_level_as_dialogue.windowTitle() == "Save Level As ":
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print("The 'Save Level As' dialog appeared")
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level_name = save_level_as_dialogue.findChild(QtWidgets.QLineEdit, "nameLineEdit")
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level_name.setText("test_level_2")
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button_box = save_level_as_dialogue.findChild(QtWidgets.QDialogButtonBox, "buttonBox")
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button_box.button(QtWidgets.QDialogButtonBox.Ok).click()
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general.idle_wait(3.0) # wait for new level to load
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level_to_load = ""
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def get_inspector_window():
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nonlocal editor_window
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inspector_dock = editor_window.findChild(QtWidgets.QWidget, "Entity Inspector")
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entity_inspector = inspector_dock.findChild(QtWidgets.QMainWindow)
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child_widget = entity_inspector.findChild(QtWidgets.QWidget)
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if child_widget is None:
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fail_test("Failed to find inspector window")
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general.idle_wait(1.0)
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comp_list_contents = (
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child_widget.findChild(QtWidgets.QScrollArea, "m_componentList")
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.findChild(QtWidgets.QWidget, "qt_scrollarea_viewport")
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.findChild(QtWidgets.QWidget, "m_componentListContents")
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)
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if comp_list_contents is None or len(comp_list_contents.children()) < 1:
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return None
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return comp_list_contents.children()[1]
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def get_binary_save_state_for_layer(layer_name):
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layer_id = general.find_editor_entity(layer_name)
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if not layer_id.isValid():
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fail_test("Failed to find " + " after recovery")
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editor.ToolsApplicationRequestBus(bus.Broadcast, 'SetSelectedEntities', [layer_id])
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layer_inspector = get_inspector_window()
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if layer_inspector is None:
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fail_test("Failed to find inspector window")
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frame = layer_inspector.findChild(QtWidgets.QFrame, "Save as binary")
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check_box = frame.findChild(QtWidgets.QCheckBox)
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return check_box.isChecked()
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def set_binary_save_state_for_layer(layer_name, state):
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layer_id = general.find_editor_entity(layer_name)
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if not layer_id.isValid():
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fail_test("Failed to find " + " after recovery")
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editor.ToolsApplicationRequestBus(bus.Broadcast, 'SetSelectedEntities', [layer_id])
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layer_inspector = get_inspector_window()
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if layer_inspector is None:
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fail_test("Failed to find inspector window")
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frame = layer_inspector.findChild(QtWidgets.QFrame, "Save as binary")
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check_box = frame.findChild(QtWidgets.QCheckBox)
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check_box.setChecked(state)
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EditorTestHelper.after_level_load(self)
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editor_window = pyside_utils.get_editor_main_window()
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# Create new level.
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result = general.create_level_no_prompt("test_level_1", 1024, 1, 4096, True)
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if result != 0:
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fail_test("Failed to create level")
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general.idle_wait(1.0)
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# Create two layers
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layer1_id = layers.EditorLayerComponent_CreateLayerEntityFromName('Layer1')
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if layer1_id.isValid():
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print("Layer1 created.")
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else:
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fail_test("Layer1 creation failed.")
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layer2_id = layers.EditorLayerComponent_CreateLayerEntityFromName('Layer2')
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if layer2_id.isValid():
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print("Layer2 created.")
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else:
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fail_test("Layer2 creation failed.")
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# Set the binary save option on layer 1.
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set_binary_save_state_for_layer("Layer1", True)
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# Save as a different level name
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try:
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editor_window = pyside_utils.get_editor_main_window()
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app = QtWidgets.QApplication.instance()
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app.focusChanged.connect(on_focus_changed_save_as)
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action = pyside_utils.get_action_for_menu_path(editor_window, "File", "Save As")
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action.trigger()
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finally:
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app.focusChanged.disconnect(on_focus_changed_save_as)
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print("Saved level 2 with layers")
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# Delete the layers.
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general.idle_wait(1.0)
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editor.ToolsApplicationRequestBus(bus.Broadcast, 'DeleteEntities', [layer1_id, layer2_id])
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# Save level 2 again.
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general.save_level()
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print("Saved level 2 without layers")
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# Reopen level 1.
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general.open_level_no_prompt("test_level_1")
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if editor.EditorToolsApplicationRequestBus(bus.Broadcast, "GetCurrentLevelName") != "test_level_1":
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fail_test("Failed to reload test_level_1")
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print("Reopened level 1")
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# Reopen level 2.
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general.open_level_no_prompt("test_level_2")
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if editor.EditorToolsApplicationRequestBus(bus.Broadcast, "GetCurrentLevelName") != "test_level_2":
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fail_test("Failed to reload test_level_2")
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print("Reopened level 2")
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# Recover the layers
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game_folder = editor.EditorToolsApplicationRequestBus(bus.Broadcast, 'GetGameFolder')
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layer1_path = game_folder + "\\Levels\\test_level_2\\Layers\\Layer1.layer"
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layer2_path = game_folder + "\\Levels\\test_level_2\\Layers\\Layer2.layer"
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layers.EditorLayerComponent_RecoverLayer(layer1_path)
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layers.EditorLayerComponent_RecoverLayer(layer2_path)
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# Check the binary save states are correct.
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layer1_binary = get_binary_save_state_for_layer("Layer1")
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layer2_binary = get_binary_save_state_for_layer("Layer2")
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if not layer1_binary:
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fail_test("Layer1 save not set to binary.")
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if layer2_binary:
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fail_test("Layer2 save set to binary.")
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# Undo layer recovery.
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general.undo()
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general.undo()
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id1 = general.find_editor_entity("Layer1")
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id2 = general.find_editor_entity("Layer2")
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if id1.isValid() or id2.isValid():
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fail_test("Failed to undo layer recovery.")
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# Redo layer recovery.
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general.redo()
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general.redo()
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id1 = general.find_editor_entity("Layer1")
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id2 = general.find_editor_entity("Layer2")
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if not id1.isValid() or not id2.isValid():
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fail_test("Failed to redo layer recovery.")
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print("Recover Layer test complete.")
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test = TestRecoverLayer()
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test.run()
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