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o3de/Gems/EMotionFX/Code/Tests/MotionEventCommandTests.cpp
T
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.
*
*/
#include <Tests/SystemComponentFixture.h>
#include <MCore/Source/CommandGroup.h>
#include <EMotionFX/Source/MotionEventTable.h>
#include <EMotionFX/Source/Motion.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/CommandSystem/Source/MotionEventCommands.h>
namespace EMotionFX
{
using MotionEventCommandTests = SystemComponentFixture;
TEST_F(MotionEventCommandTests, RemoveMotionEventTrackCommandTest)
{
AZStd::string result;
CommandSystem::CommandManager commandManager;
MCore::CommandGroup commandGroup;
Motion* motion = aznew Motion("SkeletalMotion1");
MotionEventTable* eventTable = motion->GetEventTable();
// Some of the motion event related commands automatically create sync tracks.
// This would make data verification harder, so we just manually create it upfront.
eventTable->AutoCreateSyncTrack(motion);
const char* eventTrackName = "EventTrack1";
MotionEventTrack* eventTrack = aznew MotionEventTrack(eventTrackName, motion);
eventTable->AddTrack(eventTrack);
EXPECT_EQ(eventTable->GetNumTracks(), 2);
CommandSystem::CommandRemoveEventTrack(motion, 0);
EXPECT_EQ(eventTable->GetNumTracks(), 1);
EXPECT_TRUE(commandManager.Undo(result)) << result.c_str();
EXPECT_EQ(eventTable->GetNumTracks(), 2);
EXPECT_EQ(eventTable->GetTrack(1)->GetNameString(), eventTrackName);
EXPECT_TRUE(commandManager.Redo(result)) << result.c_str();
EXPECT_EQ(eventTable->GetNumTracks(), 1);
motion->Destroy();
}
} // namespace EMotionFX