6318247b3d
* Change SetContainerOpenState to SetContainerOpen. Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Introduce Clear function to avoid retaining all lingering open states when switching contexts/loading a new level. Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Minor FocusMode fixture refactors to support ContainerEntity tests Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Introduce tests for the ContainerEntity API Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Add include to fix issue with EntityContextId not being defined. Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Minor comment fixes. Moved environment clear functions to TearDown function of test fixture. Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Use default editor context id in ContainerEntitySystemComponent Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com> * Revert previous change as the EditorEntityContextId would not be initialized correctly on ContainerEntitySystemComponent Activate. Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
88 lines
4.7 KiB
C++
88 lines
4.7 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 <Tests/FocusMode/EditorFocusModeFixture.h>
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namespace AzToolsFramework
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{
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_SetFocus)
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{
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// When an entity is set as the focus root, GetFocusRoot should return its EntityId.
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m_focusModeInterface->SetFocusRoot(m_entityMap[CarEntityName]);
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EXPECT_EQ(m_focusModeInterface->GetFocusRoot(m_editorEntityContextId), m_entityMap[CarEntityName]);
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// Restore default expected focus.
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m_focusModeInterface->ClearFocusRoot(m_editorEntityContextId);
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}
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_ClearFocus)
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{
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// Change the value from the default.
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m_focusModeInterface->SetFocusRoot(m_entityMap[CarEntityName]);
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// Calling ClearFocusRoot restores the default focus root (which is an invalid EntityId).
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m_focusModeInterface->ClearFocusRoot(m_editorEntityContextId);
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EXPECT_EQ(m_focusModeInterface->GetFocusRoot(m_editorEntityContextId), AZ::EntityId());
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}
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_IsInFocusSubTree_AncestorsDescendants)
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{
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// When the focus is set to an entity, all its descendants are in the focus subtree while the ancestors aren't.
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m_focusModeInterface->SetFocusRoot(m_entityMap[StreetEntityName]);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CityEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[StreetEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CarEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger1EntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[SportsCarEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger2EntityName]), true);
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}
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_IsInFocusSubTree_Siblings)
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{
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// If the root entity has siblings, they are also outside of the focus subtree.
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m_focusModeInterface->SetFocusRoot(m_entityMap[CarEntityName]);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CityEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[StreetEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CarEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger1EntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[SportsCarEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger2EntityName]), false);
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}
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_IsInFocusSubTree_Leaf)
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{
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// If the root is a leaf, then the focus subtree will consists of just that entity.
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m_focusModeInterface->SetFocusRoot(m_entityMap[Passenger2EntityName]);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CityEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[StreetEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CarEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger1EntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[SportsCarEntityName]), false);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger2EntityName]), true);
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}
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TEST_F(EditorFocusModeFixture, EditorFocusModeTests_IsInFocusSubTree_Clear)
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{
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// Change the value from the default.
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m_focusModeInterface->SetFocusRoot(m_entityMap[StreetEntityName]);
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// When the focus is cleared, the whole level is in the focus subtree; so we expect all entities to return true.
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m_focusModeInterface->ClearFocusRoot(m_editorEntityContextId);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CityEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[StreetEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[CarEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger1EntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[SportsCarEntityName]), true);
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EXPECT_EQ(m_focusModeInterface->IsInFocusSubTree(m_entityMap[Passenger2EntityName]), true);
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}
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}
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