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33 lines
1.4 KiB
C++
33 lines
1.4 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 <gtest/gtest.h>
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#include <QtTest>
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#include <EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
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#include <EMotionStudio/EMStudioSDK/Source/FileManager.h>
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#include <Tests/UI/UIFixture.h>
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namespace EMotionFX
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{
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TEST_F(UIFixture, FileManager_SaveSourceAsset)
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{
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EMStudio::FileManager* fileManager = EMStudio::GetMainWindow()->GetFileManager();
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const char* filename = "C:/MyAsset.txt";
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// 1. Save the asset.
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EXPECT_FALSE(fileManager->DidSourceAssetGetSaved(filename)) << "Source asset has not been saved yet.";
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fileManager->SourceAssetChanged(filename); // Called after saving the asset.
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fileManager->SourceAssetChanged(filename); // Call it another time to imitate something wrong.
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// 2. Auto-reload callback triggers.
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EXPECT_TRUE(fileManager->DidSourceAssetGetSaved(filename)) << "Source asset should have been saved previously.";
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fileManager->RemoveFromSavedSourceAssets(filename); // Callback removes it from the list.
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EXPECT_FALSE(fileManager->DidSourceAssetGetSaved(filename)) << "As we handled and removed it already, it should not be in the list anymore.";
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}
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} // namespace EMotionFX
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