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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/PrefabTestFixture.h

88 lines
3.1 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzToolsFramework/Prefab/PrefabSystemComponent.h>
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
#include <Prefab/PrefabTestData.h>
#include <Prefab/PrefabTestUtils.h>
namespace AzToolsFramework
{
namespace Prefab
{
class PrefabLoaderInterface;
}
}
namespace UnitTest
{
using namespace AzToolsFramework::Prefab;
using namespace PrefabTestUtils;
class PrefabTestToolsApplication
: public ToolsTestApplication
{
public:
PrefabTestToolsApplication(AZStd::string appName);
// Make sure our prefab tests always run with prefabs enabled
bool IsPrefabSystemEnabled() const override;
};
class PrefabTestFixture
: public ToolsApplicationFixture
{
protected:
inline static const char* PrefabMockFilePath = "SomePath";
inline static const char* NestedPrefabMockFilePath = "SomePathToNested";
inline static const char* WheelPrefabMockFilePath = "SomePathToWheel";
inline static const char* AxlePrefabMockFilePath = "SomePathToAxle";
inline static const char* CarPrefabMockFilePath = "SomePathToCar";
void SetUpEditorFixtureImpl() override;
void TearDownEditorFixtureImpl() override;
AZStd::unique_ptr<ToolsTestApplication> CreateTestApplication() override;
void CreateRootPrefab();
AZ::Entity* CreateEntity(AZStd::string entityName, const bool shouldActivate = true);
AZ::EntityId CreateEntityUnderRootPrefab(AZStd::string name, AZ::EntityId parentId = AZ::EntityId());
void PropagateAllTemplateChanges();
void CompareInstances(const Instance& instanceA, const Instance& instanceB, bool shouldCompareLinkIds = true,
bool shouldCompareContainerEntities = true);
void DeleteInstances(const InstanceList& instancesToDelete);
//! Validates that all entities within a prefab instance are in 'Active' state.
void ValidateInstanceEntitiesActive(Instance& instance);
// Kicks off any updates scheduled for the next tick
virtual void ProcessDeferredUpdates();
// Performs an undo operation and ensures the tick-scheduled updates happen
void Undo();
// Performs a redo operation and ensures the tick-scheduled updates happen
void Redo();
void AddRequiredEditorComponents(AZ::Entity* entity);
PrefabSystemComponent* m_prefabSystemComponent = nullptr;
PrefabLoaderInterface* m_prefabLoaderInterface = nullptr;
PrefabPublicInterface* m_prefabPublicInterface = nullptr;
InstanceUpdateExecutorInterface* m_instanceUpdateExecutorInterface = nullptr;
InstanceToTemplateInterface* m_instanceToTemplateInterface = nullptr;
AzToolsFramework::UndoSystem::UndoStack* m_undoStack = nullptr;
};
}