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* WIP - small legacy cleanup Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * More cleanups + build fixes Use AZstd instead of std types in a few places. Remove m_nameTable. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Legacy code cleanups Remove unused methods using legacy functionality * EditorViewportWidget::AdjustObjectPosition * DisplayContext - remove `renderer` pointer * DisplayContext - log errors when functions using `renderer` are called * CTrackGizmo::DrawAxis - log errors when function uses `renderer`. * Legacy CCamera - remove Project, Unproject and CalcScreenBounds * Remove all unused methods from Cry_GeoDistance.h/Cry_GeoIntersect.h * Remove Lineseg_Triangle from Cry_GeoOverlap.h * IEntityRenderState.h - remove unused types * SMeshColor remove Lerp method and associated constructor. * IMaterial.h - remove unused types and a few methods * IRenderMesh.h - remove a few unused methods and use int8 instead of byte * IRender.h - remove almost all of the contents * IShader.h - remove unused types and a few methods * IStatObj.h - remove unused types and a few methods * SSystemGlobalEnvironment - remove `renderer` pointer * IRenderGraph - remove 2 unused methods * physinterface.h - remove almost all of the contents * CXmlUtils no longer inherits ISystemEventListener * CXmlNode no longer has custom new/delete * Remove IRenderer from some test mocks. Removed files: * CryName.h * Cry_MatrixDiag.h * Cry_XOptimise.h * HeapAllocator.h * IRendererMock.h * PoolAllocator.h Things to consider: * Remove GetMemoryUsage & friends. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Apply review suggestions IMovieSystem.h - remove unused includes. Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Move unreachable code to `#if 0` block This is hopefully temporary measure until the original functionality is re-implemented Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Fix bad merge I messed up. Fix bad merge I messed up, by re-removing FrameProfiler.h from crycommon_files.cmake (this was removed in an earlier commit this morning: https://github.com/o3de/o3de/pull/3394). Signed-off-by: bosnichd <bosnichd@amazon.com> * Update Code/Framework/AzCore/AzCore/std/string/string_view.h Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * implement review suggestion Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * following review, using LYSHINE_ATOM_TODO to guard Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove commented out include Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * EditorViewportWidget.cpp: Convert commented out code to guarded one Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> Co-authored-by: bosnichd <bosnichd@amazon.com> Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
177 lines
6.0 KiB
C++
177 lines
6.0 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 "UiGameEntityContext.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 "UiTextInputComponent.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 <AzFramework/Input/Buses/Requests/InputTextEntryRequestBus.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 UiTextInputTestApplication
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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(UiTextInputComponent::CreateDescriptor());
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RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
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}
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};
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class InputDeviceMock
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: public AzFramework::InputTextEntryRequestBus::Handler
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{
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public:
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InputDeviceMock()
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: m_textEntryStarted(false)
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, m_mockId("MockInputDevice")
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{
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AzFramework::InputTextEntryRequestBus::Handler::BusConnect(m_mockId);
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}
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~InputDeviceMock()
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{
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AzFramework::InputTextEntryRequestBus::Handler::BusDisconnect(m_mockId);
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}
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bool HasTextEntryStarted() const override
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{
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return m_textEntryStarted;
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}
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void TextEntryStart([[maybe_unused]] const VirtualKeyboardOptions& options) override
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{
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m_textEntryStarted = true;
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}
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void TextEntryStop() override
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{
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m_textEntryStarted = false;
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}
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private:
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bool m_textEntryStarted;
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AzFramework::InputDeviceId m_mockId;
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};
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class UiTextInputComponentTest
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: public ::testing::Test
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{
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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_applicationPtr = aznew UiTextInputTestApplication();
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m_applicationPtr->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
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// Create mock gEnv for mock renderer
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m_env = AZStd::make_unique<StubEnv>();
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memset(&m_env->m_stubEnv, 0, sizeof(SSystemGlobalEnvironment));
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m_priorEnv = gEnv;
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gEnv = &m_env->m_stubEnv;
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}
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void TearDown() override
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{
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m_env.reset();
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gEnv = m_priorEnv;
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m_applicationPtr->Stop();
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delete m_applicationPtr;
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m_applicationPtr = nullptr;
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AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
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}
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private:
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struct StubEnv
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{
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SSystemGlobalEnvironment m_stubEnv;
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};
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AZStd::unique_ptr<StubEnv> m_env;
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SSystemGlobalEnvironment* m_priorEnv = nullptr;
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UiTextInputTestApplication* m_applicationPtr = nullptr;
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};
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TEST_F(UiTextInputComponentTest, UiTextInputComponent_CanForceFocus_FT)
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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 text input to the canvas
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AZ::Entity* uiTextInputEntity = uiCanvasComponent->CreateChildElement("Ui Text Input");
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uiTextInputEntity->Deactivate(); //< deactivate so that we can add components
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uiTextInputEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiTextInputComponent
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uiTextInputEntity->CreateComponent<UiTextInputComponent>();
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uiTextInputEntity->Activate();
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AZ::EntityId uiTextInputEntityId = uiTextInputEntity->GetId();
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InputDeviceMock mockInputDevice = InputDeviceMock();
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// Make sure text entry has not already started
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bool textEntryStarted = mockInputDevice.HasTextEntryStarted();
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EXPECT_FALSE(textEntryStarted);
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uiCanvasComponent->ForceFocusInteractable(uiTextInputEntityId);
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// Make sure Text Input is active and requesting input
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textEntryStarted = mockInputDevice.HasTextEntryStarted();
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EXPECT_TRUE(textEntryStarted);
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// clean up the canvas
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delete uiCanvasComponent->GetEntity();
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}
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} //namespace UnitTest
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