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

177 lines
6.0 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 "UiGameEntityContext.h"
#include "UiElementComponent.h"
#include "UiTransform2dComponent.h"
#include "UiCanvasComponent.h"
#include "UiTextInputComponent.h"
#include <AzFramework/Application/Application.h>
#include <AzFramework/Entity/GameEntityContextComponent.h>
#include <AzFramework/Asset/AssetSystemComponent.h>
#include <AzFramework/Input/Buses/Requests/InputTextEntryRequestBus.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 UiTextInputTestApplication
: 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(UiTextInputComponent::CreateDescriptor());
RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
}
};
class InputDeviceMock
: public AzFramework::InputTextEntryRequestBus::Handler
{
public:
InputDeviceMock()
: m_textEntryStarted(false)
, m_mockId("MockInputDevice")
{
AzFramework::InputTextEntryRequestBus::Handler::BusConnect(m_mockId);
}
~InputDeviceMock()
{
AzFramework::InputTextEntryRequestBus::Handler::BusDisconnect(m_mockId);
}
bool HasTextEntryStarted() const override
{
return m_textEntryStarted;
}
void TextEntryStart([[maybe_unused]] const VirtualKeyboardOptions& options) override
{
m_textEntryStarted = true;
}
void TextEntryStop() override
{
m_textEntryStarted = false;
}
private:
bool m_textEntryStarted;
AzFramework::InputDeviceId m_mockId;
};
class UiTextInputComponentTest
: public ::testing::Test
{
protected:
void SetUp() override
{
// Start application
AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
AZ::ComponentApplication::Descriptor appDescriptor;
appDescriptor.m_useExistingAllocator = true;
m_applicationPtr = aznew UiTextInputTestApplication();
m_applicationPtr->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
// Create mock gEnv for mock renderer
m_env = AZStd::make_unique<StubEnv>();
memset(&m_env->m_stubEnv, 0, sizeof(SSystemGlobalEnvironment));
m_priorEnv = gEnv;
gEnv = &m_env->m_stubEnv;
}
void TearDown() override
{
m_env.reset();
gEnv = m_priorEnv;
m_applicationPtr->Stop();
delete m_applicationPtr;
m_applicationPtr = nullptr;
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
}
private:
struct StubEnv
{
SSystemGlobalEnvironment m_stubEnv;
};
AZStd::unique_ptr<StubEnv> m_env;
SSystemGlobalEnvironment* m_priorEnv = nullptr;
UiTextInputTestApplication* m_applicationPtr = nullptr;
};
TEST_F(UiTextInputComponentTest, UiTextInputComponent_CanForceFocus_FT)
{
// 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 text input to the canvas
AZ::Entity* uiTextInputEntity = uiCanvasComponent->CreateChildElement("Ui Text Input");
uiTextInputEntity->Deactivate(); //< deactivate so that we can add components
uiTextInputEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiTextInputComponent
uiTextInputEntity->CreateComponent<UiTextInputComponent>();
uiTextInputEntity->Activate();
AZ::EntityId uiTextInputEntityId = uiTextInputEntity->GetId();
InputDeviceMock mockInputDevice = InputDeviceMock();
// Make sure text entry has not already started
bool textEntryStarted = mockInputDevice.HasTextEntryStarted();
EXPECT_FALSE(textEntryStarted);
uiCanvasComponent->ForceFocusInteractable(uiTextInputEntityId);
// Make sure Text Input is active and requesting input
textEntryStarted = mockInputDevice.HasTextEntryStarted();
EXPECT_TRUE(textEntryStarted);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
}
} //namespace UnitTest