80 lines
3.5 KiB
C++
80 lines
3.5 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <Tests/ActorFixture.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <EMotionFX/CommandSystem/Source/ActorInstanceCommands.h>
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#include <EMotionFX/Source/ActorInstance.h>
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#include <EMotionFX/Source/ActorManager.h>
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namespace EMotionFX
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{
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TEST_F(ActorFixture, CloneActorInstanceCommand)
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{
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ActorManager* actorManager = GetEMotionFX().GetActorManager();
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CommandSystem::CommandManager commandManager;
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EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
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CommandSystem::CloneActorInstance(m_actorInstance);
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EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
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actorManager->GetActorInstance(1)->Destroy();
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EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
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}
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TEST_F(ActorFixture, CloneActorInstanceCommandGroup)
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{
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ActorManager* actorManager = GetEMotionFX().GetActorManager();
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CommandSystem::CommandManager commandManager;
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MCore::CommandGroup commandGroup;
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AZStd::string result;
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EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
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CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
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EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
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EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
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actorManager->GetActorInstance(1)->Destroy();
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EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
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}
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TEST_F(ActorFixture, CreateActorInstancesAndUndo)
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{
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ActorManager* actorManager = GetEMotionFX().GetActorManager();
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CommandSystem::CommandManager commandManager;
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MCore::CommandGroup commandGroup;
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AZStd::string result;
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// 1. Clone the actor instance, now we have two actor instances.
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EXPECT_EQ(actorManager->GetNumActorInstances(), 1);
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CommandSystem::CloneActorInstance(m_actorInstance, &commandGroup);
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EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
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EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
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// 2. Delete the two actor instances using commands.
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commandGroup.Clear();
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commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(0)->GetID()));
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commandGroup.AddCommandString(AZStd::string::format("RemoveActorInstance -actorInstanceID %i", actorManager->GetActorInstance(1)->GetID()));
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EXPECT_TRUE(commandManager.ExecuteCommandGroup(commandGroup, result)) << result.c_str();
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EXPECT_EQ(actorManager->GetNumActorInstances(), 0);
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// 3. Undo step 2
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EXPECT_TRUE(commandManager.Undo(result));
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EXPECT_EQ(actorManager->GetNumActorInstances(), 2);
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// 4. Delete both actor instances, and free up the pointer to prevent double deletion.
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actorManager->GetActorInstance(1)->Destroy();
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actorManager->GetActorInstance(0)->Destroy();
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m_actorInstance = nullptr;
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}
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} // namespace EMotionFX
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