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o3de/Gems/LyShine/Code/Tests/UiDynamicScrollBoxComponent...

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/*
* 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 "UiDynamicScrollBoxComponent.h"
#include "UiScrollBoxComponent.h"
#include "UiElementComponent.h"
#include "UiTransform2dComponent.h"
#include "UiCanvasComponent.h"
#include "Mocks/UiDynamicScrollBoxDataBusHandlerMock.h"
#include <AzFramework/Application/Application.h>
#include <AzFramework/Entity/GameEntityContextComponent.h>
#include <AzFramework/Asset/AssetSystemComponent.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
{
// Simplified version of AzFramework::Application
class UiDynamicScrollBoxTestApplication
: 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(UiScrollBoxComponent::CreateDescriptor());
RegisterComponentDescriptor(UiDynamicScrollBoxComponent::CreateDescriptor());
RegisterComponentDescriptor(UiDynamicScrollBoxDataBusHandlerMock::CreateDescriptor());
RegisterComponentDescriptor(UiCanvasComponent::CreateDescriptor());
}
};
class UiDynamicScrollBoxComponentTest
: public testing::Test
{
protected:
void SetUp() override
{
// start application
AZ::AllocatorInstance<AZ::SystemAllocator>::Create(AZ::SystemAllocator::Descriptor());
AZ::AllocatorInstance<AZ::LegacyAllocator>::Create();
AZ::ComponentApplication::Descriptor appDescriptor;
appDescriptor.m_useExistingAllocator = true;
m_application = aznew UiDynamicScrollBoxTestApplication();
m_application->Start(appDescriptor, AZ::ComponentApplication::StartupParameters());
}
void TearDown() override
{
m_application->Stop();
delete m_application;
m_application = nullptr;
AZ::AllocatorInstance<AZ::LegacyAllocator>::Destroy();
AZ::AllocatorInstance<AZ::SystemAllocator>::Destroy();
}
static int FindDescendantCount(const AZ::Entity* entity)
{
LyShine::EntityArray children = entity->FindComponent<UiElementComponent>()->GetChildElements();
int numDescendants = static_cast<int>(children.size());
for(const AZ::Entity* child : children)
{
numDescendants += FindDescendantCount(child);
}
return numDescendants;
}
static int FindCanvasElementCount(UiCanvasComponent* uiCanvasComponent)
{
const LyShine::EntityArray childEntities = uiCanvasComponent->GetChildElements();
int numCanvasElements = static_cast<int>(childEntities.size());
for (const AZ::Entity* childEntity : childEntities)
{
numCanvasElements += FindDescendantCount(childEntity);
}
return numCanvasElements;
}
static AZStd::tuple<UiCanvasComponent*, UiScrollBoxComponent*, UiDynamicScrollBoxComponent*, AZ::Entity*> CreateUiCanvasWithScrollBox()
{
// 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 scroll box to the canvas
AZ::Entity* uiScrollBoxEntity = uiCanvasComponent->CreateChildElement("Ui Scroll Box");
uiScrollBoxEntity->Deactivate(); //< deactivate so that we can add components
uiScrollBoxEntity->CreateComponent<UiTransform2dComponent>(); //< required by UiScrollBoxComponent
auto uiScrollBoxComponent = uiScrollBoxEntity->CreateComponent<UiScrollBoxComponent>();
auto uiDynamicScrollBoxComponent = uiScrollBoxEntity->CreateComponent<UiDynamicScrollBoxComponent>();
uiScrollBoxEntity->Activate();
// create the content entity (the parent container for the scroll box items)
AZ::Entity* contentEntity = uiScrollBoxEntity->FindComponent<UiElementComponent>()->CreateChildElement("Content");
contentEntity->Deactivate(); // deactivate to add component
auto contentTransform = contentEntity->CreateComponent<UiTransform2dComponent>();
contentEntity->Activate();
// give the content a size otherwise scroll box items won't be spawned (fill the whole canvas)
contentTransform->SetOffsets(UiTransform2dInterface::Offsets(0.0f, 0.0f, 0.0f, 0.0f));
contentTransform->SetAnchors(UiTransform2dInterface::Anchors(0.0f, 0.0f, 1.0f, 1.0f), false, false);
uiScrollBoxComponent->SetContentEntity(contentEntity->GetId());
return AZStd::make_tuple(uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity);
}
private:
UiDynamicScrollBoxTestApplication* m_application = nullptr;
};
TEST_F(UiDynamicScrollBoxComponentTest, UiDynamicScrollBoxComponent_WillClonePrototype_FT)
{
auto[uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity] = CreateUiCanvasWithScrollBox();
AZ::Entity* uiScrollBoxEntity = uiScrollBoxComponent->GetEntity();
// Main test here: Make a scroll box with 3 items and make sure the 3 items are actually spawned
const int numScrollBoxItems = 3;
uiScrollBoxEntity->Deactivate();
const auto uiDynamicScrollBoxDataBusHandlerMock = new testing::NiceMock<UiDynamicScrollBoxDataBusHandlerMock>();
uiScrollBoxEntity->AddComponent(uiDynamicScrollBoxDataBusHandlerMock);
uiScrollBoxEntity->Activate();
ON_CALL(*uiDynamicScrollBoxDataBusHandlerMock, GetNumElements()).WillByDefault(testing::Return(numScrollBoxItems));
// create a prototype element and make it a child of the scroll box's content container
AZ::Entity* prototype = contentEntity->FindComponent<UiElementComponent>()->CreateChildElement("Prototype");
prototype->Deactivate(); //< deactivate before adding components
auto prototypeTransform = prototype->CreateComponent<UiTransform2dComponent>();
prototype->Activate();
// Give the prototype some area (1x1px) because scroll boxes won't clone zero-sized (invisible) prototypes
prototypeTransform->SetLocalWidth(1.0f);
prototypeTransform->SetLocalHeight(1.0f);
prototypeTransform->SetAnchors(UiTransform2dInterface::Anchors(0.5f, 0.5f, 0.5f, 0.5f), false, false);
uiDynamicScrollBoxComponent->SetPrototypeElement(prototype->GetId());
// We requested 3 scroll box items, so we expect 5 element in total:
// (1) scroll box, (1) content entity, and (3) prototype clones. (the original prototype is deactivated and won't be counted)
uiDynamicScrollBoxComponent->RefreshContent();
EXPECT_EQ(FindCanvasElementCount(uiCanvasComponent), 5);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
}
TEST_F(UiDynamicScrollBoxComponentTest, UiDynamicScrollBoxComponent_WillNotCloneInvalidPrototype_FT)
{
auto[uiCanvasComponent, uiScrollBoxComponent, uiDynamicScrollBoxComponent, contentEntity] = CreateUiCanvasWithScrollBox();
AZ::Entity* uiScrollBoxEntity = uiScrollBoxComponent->GetEntity();
// Main test here: Set the prototype to the scroll box itself causing a circular dependency.
// We tell the scroll box to clone 3 bad elements, none of which should actually be cloned.
const int numScrollBoxItems = 3;
uiScrollBoxEntity->Deactivate(); //< deactivate before adding components
const auto uiDynamicScrollBoxDataBusHandlerMock = new testing::NiceMock<UiDynamicScrollBoxDataBusHandlerMock>();
uiScrollBoxEntity->AddComponent(uiDynamicScrollBoxDataBusHandlerMock);
uiScrollBoxEntity->Activate();
ON_CALL(*uiDynamicScrollBoxDataBusHandlerMock, GetNumElements()).WillByDefault(testing::Return(numScrollBoxItems));
uiDynamicScrollBoxComponent->SetPrototypeElement(uiScrollBoxEntity->GetId());
// We requested 3 scroll box items, but they are invalid so we expect that only 2 entity exist on the canvas
// (1) scroll box and (1) content entity
uiDynamicScrollBoxComponent->RefreshContent();
EXPECT_EQ(FindCanvasElementCount(uiCanvasComponent), 2);
// clean up the canvas
delete uiCanvasComponent->GetEntity();
}
} //namespace UnitTest