51 lines
1.6 KiB
C++
51 lines
1.6 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 <QPushButton>
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#include <QAction>
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#include <QtTest>
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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/Actor.h>
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#include <EMotionFX/Source/AutoRegisteredActor.h>
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namespace EMotionFX
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{
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TEST_F(UIFixture, CanAddActor)
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{
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/*
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Test Case: C14459474
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Can Add Actor
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Imports an Actor to ensure that importing an actor is poosible.
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*/
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RecordProperty("test_case_id", "C14459474");
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// Ensure that the number of actors loaded is 0
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ASSERT_EQ(GetActorManager().GetNumActors(), 0);
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// Load an Actor
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const char* actorCmd{ "ImportActor -filename @devroot@/Gems/EMotionFX/Code/Tests/TestAssets/Rin/rin.actor" };
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{
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AZStd::string result;
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EXPECT_TRUE(CommandSystem::GetCommandManager()->ExecuteCommand(actorCmd, result)) << result.c_str();
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}
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// Ensure the Actor is correct
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ASSERT_TRUE(GetActorManager().FindActorByName("rinactor"));
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EXPECT_EQ(GetActorManager().GetNumActors(), 1);
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}
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} // namespace EMotionFX
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