13c7b06308
EMotionFX has user-customizable hotkeys. These hotkeys are registered by individual plugins, and then the user can set what they want the hotkey to be. The way this was implemented was by reimplementing `keyPressEvent` and `keyReleaseEvent` for each widget that used customizable hotkeys, and in there call `KeyboardShortcutManager::Check` to see if key press matched any existing hotkey mapping. However, the main Editor has behavior that prevents events from reaching EMotionFX's `keyPressEvent` method, if a keypress matches a hotkey that is also used by the main Editor. This is due to the global event filter defined in `ShortcutDispatcher::eventFilter`. This event filter takes a Qt `Shortcut` event, and will re-dispatch that event to all parent widgets of a given receiver. So if a parent widget, like the main Editor, *does* have a QAction that matches a given key sequence, that widget will receive the event, the event is marked as processed, and no `KeyPress` event is ever sent to the original widget where the event occurred. All this means that processing hotkeys in a `keyPressEvent` won't work reliably. The main editor defines a hotkey for the `delete` key, so that can never be received in a `keyPressEvent` by any child widget of the Editor. This change removes all the hotkey logic from the `keyPressEvent` methods, and replaces them with `QAction` instances. Hotkeys are defined with `QAction::setShortcut`, and added to each widget that they apply to. In addition, the `KeyboardShortcutManager` class had to be adjusted to suit this new way of defining the hotkeys. It now has a pointer to each `QAction*` that can have a customizable hotkey. It has also been greatly simplified, since it can use a `QKeySequence` instead of separate variables for `int key; bool hasCtrlModifier; bool hasAltModifier`. Applying user-defined hotkeys now has to be done after the hotkeys are registered from a plugin. It is the plugin's responsibility to reload the user-defined hotkeys after registering all of its actions.
91 lines
4.5 KiB
C++
91 lines
4.5 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 <gtest/gtest.h>
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#include <Tests/UI/UIFixture.h>
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#include <EMotionFX/CommandSystem/Source/CommandManager.h>
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#include <EMotionFX/Source/AnimGraphManager.h>
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#include <EMotionFX/Source/AnimGraphMotionNode.h>
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#include <EMotionFX/Source/AnimGraphStateMachine.h>
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#include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AnimGraphPlugin.h>
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#include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/BlendGraphViewWidget.h>
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#include <QApplication>
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#include <QtTest>
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#include "qtestsystem.h"
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namespace EMotionFX
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{
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class RemoveTransitionFixture
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: public UIFixture
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{
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public:
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void SetUp() override
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{
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UIFixture::SetUp();
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AZStd::string commandResult;
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MCore::CommandGroup group;
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// Create empty anim graph, add a motion node and a blend tree.
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group.AddCommandString(AZStd::string::format("CreateAnimGraph -animGraphID %d", m_animGraphId));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateNode -animGraphID %d -type %s -parentName Root -xPos 100 -yPos 100 -name testMotion",
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m_animGraphId, azrtti_typeid<AnimGraphMotionNode>().ToString<AZStd::string>().c_str()));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateNode -animGraphID %d -type %s -parentName Root -xPos 200 -yPos 100 -name testBlendTree",
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m_animGraphId, azrtti_typeid<BlendTree>().ToString<AZStd::string>().c_str()));
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group.AddCommandString(AZStd::string::format("AnimGraphCreateConnection -animGraphID %d -transitionType %s -sourceNode testMotion -targetNode testBlendTree",
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m_animGraphId, azrtti_typeid<AnimGraphStateTransition>().ToString<AZStd::string>().c_str()));
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EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommandGroup(group, commandResult)) << commandResult.c_str();
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m_animGraph = GetAnimGraphManager().FindAnimGraphByID(m_animGraphId);
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EXPECT_NE(m_animGraph, nullptr) << "Cannot find newly created anim graph.";
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}
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void TearDown() override
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{
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QApplication::processEvents(QEventLoop::ExcludeUserInputEvents);
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delete m_animGraph;
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UIFixture::TearDown();
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}
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public:
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const AZ::u32 m_animGraphId = 64;
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AnimGraph* m_animGraph = nullptr;
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};
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TEST_F(RemoveTransitionFixture, RemoveTransition)
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{
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RecordProperty("test_case_id", "C15031141");
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auto animGraphPlugin = static_cast<EMStudio::AnimGraphPlugin*>(EMStudio::GetPluginManager()->FindActivePlugin(EMStudio::AnimGraphPlugin::CLASS_ID));
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ASSERT_TRUE(animGraphPlugin) << "Anim graph plugin not found.";
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EMStudio::AnimGraphModel& animGraphModel = animGraphPlugin->GetAnimGraphModel();
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// Find the transition between the motion node and the blend tree.
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AnimGraphStateTransition* transition = m_animGraph->GetRootStateMachine()->GetTransition(0);
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ASSERT_TRUE(transition) << "Anim graph transition not found.";
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// Select the transition in the anim graph model.
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const QModelIndex& modelIndex = animGraphModel.FindFirstModelIndex(transition);
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const EMStudio::AnimGraphModel::ModelItemType itemType = modelIndex.data(EMStudio::AnimGraphModel::ROLE_MODEL_ITEM_TYPE).value<EMStudio::AnimGraphModel::ModelItemType>();
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ASSERT_TRUE(modelIndex.isValid()) << "Anim graph transition has an invalid model index.";
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animGraphModel.GetSelectionModel().select(QItemSelection(modelIndex, modelIndex), QItemSelectionModel::Current | QItemSelectionModel::ClearAndSelect | QItemSelectionModel::Rows);
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EMStudio::BlendGraphViewWidget* blendGraphViewWidget = animGraphPlugin->GetViewWidget();
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blendGraphViewWidget->GetAction(EMStudio::BlendGraphViewWidget::EDIT_DELETE)->trigger();
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// Check if the transition get deleted.
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ASSERT_EQ(0, m_animGraph->GetRootStateMachine()->GetNumTransitions()) << " Anim Graph transition should be removed";
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}
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} // namespace EMotionFX
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