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o3de/Gems/EMotionFX/Code/Tests/InitSceneAPIFixture.h
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2021-03-08 14:30:57 -08:00

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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include <AzCore/Module/DynamicModuleHandle.h>
#include "SystemComponentFixture.h"
namespace AZ { class DynamicModuleHandle; }
namespace EMotionFX
{
template<class... Components>
class InitSceneAPIFixture : public ComponentFixture<Components...>
{
using DynamicModuleHandlePtr = AZStd::unique_ptr<AZ::DynamicModuleHandle>;
protected:
InitSceneAPIFixture() = default;
AZ_DEFAULT_COPY_MOVE(InitSceneAPIFixture);
void PreStart() override
{
const AZStd::vector<AZStd::string> moduleNames {"SceneCore", "SceneData"};
for (const AZStd::string& moduleName : moduleNames)
{
AZStd::unique_ptr<AZ::DynamicModuleHandle> module = AZ::DynamicModuleHandle::Create(moduleName.c_str());
ASSERT_TRUE(module) << "EMotionFX Editor unit tests failed to create " << moduleName.c_str() << " module.";
const bool loaded = module->Load(false);
ASSERT_TRUE(loaded) << "EMotionFX Editor unit tests failed to load " << moduleName.c_str() << " module.";
auto init = module->GetFunction<AZ::InitializeDynamicModuleFunction>(AZ::InitializeDynamicModuleFunctionName);
ASSERT_TRUE(init) << "EMotionFX Editor unit tests failed to find the initialization function the " << moduleName.c_str() << " module.";
(*init)(AZ::Environment::GetInstance());
m_modules.emplace_back(AZStd::move(module));
}
ComponentFixture<Components...>::PreStart();
}
~InitSceneAPIFixture() override
{
// Deactivate the system entity first, releasing references to SceneAPI
if (this->GetSystemEntity()->GetState() == AZ::Entity::State::Active)
{
this->GetSystemEntity()->Deactivate();
}
// Remove SceneAPI components before the DLL is uninitialized
(([&]() {
auto component = this->GetSystemEntity()->template FindComponent<Components>();
if (component)
{
this->GetSystemEntity()->RemoveComponent(component);
delete component;
}
})(), ...);
// Now tear down SceneAPI
for (DynamicModuleHandlePtr& module : m_modules)
{
auto uninit = module->template GetFunction<AZ::UninitializeDynamicModuleFunction>(AZ::UninitializeDynamicModuleFunctionName);
(*uninit)();
module.reset();
}
m_modules.clear();
m_modules.shrink_to_fit();
}
private:
AZStd::vector<DynamicModuleHandlePtr> m_modules;
};
} // namespace EMotionFX