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o3de/Code/Framework/AzToolsFramework/Tests/Prefab/SpawnableRemoveEditorInfoTe...

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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/Component/Entity.h>
#include <AzToolsFramework/ToolsComponents/EditorComponentBase.h>
#include <AzToolsFramework/UnitTest/AzToolsFrameworkTestHelpers.h>
#include <Prefab/Spawnable/EditorInfoRemover.h>
#include <Prefab/Spawnable/PrefabProcessorContext.h>
#include <Prefab/PrefabSystemComponent.h>
#include <Prefab/PrefabDomTypes.h>
namespace UnitTest
{
using namespace AzToolsFramework::Prefab;
class TestExportRuntimeComponentWithCallback
: public AZ::Component
{
public:
AZ_COMPONENT(TestExportRuntimeComponentWithCallback, "{BD30EBBB-74DA-473C-9C68-7077AAE8C0B1}", AZ::Component);
TestExportRuntimeComponentWithCallback() = default;
TestExportRuntimeComponentWithCallback(bool returnPointerToSelf, bool exportHandled);
void Activate() override {}
void Deactivate() override {}
static void Reflect(AZ::ReflectContext* context);
AZ::ExportedComponent ExportComponent(AZ::Component* thisComponent, const AZ::PlatformTagSet& /*platformTags*/);
const bool m_exportHandled{ false };
const bool m_returnPointerToSelf{ false };
};
class TestExportRuntimeComponentWithoutCallback
: public AZ::Component
{
public:
AZ_COMPONENT(TestExportRuntimeComponentWithoutCallback, "{44216269-2BAB-48E4-864F-F8D4CCFF60BB}", AZ::Component);
void Activate() override {}
void Deactivate() override {}
static void Reflect(AZ::ReflectContext* context);
};
class TestExportEditorComponent
: public AzToolsFramework::Components::EditorComponentBase
{
public:
AZ_COMPONENT(TestExportEditorComponent, "{60EE7F0E-1C89-433A-AA7C-20F64BA1F470}", AzToolsFramework::Components::EditorComponentBase);
enum class ExportComponentType
{
ExportEditorComponent,
ExportRuntimeComponentWithCallBack,
ExportRuntimeComponentWithoutCallBack,
ExportNullComponent,
};
TestExportEditorComponent() = default;
TestExportEditorComponent(ExportComponentType exportType, bool exportHandled);
void Activate() override {}
void Deactivate() override {}
static void Reflect(AZ::ReflectContext* context);
AZ::ExportedComponent ExportComponent(AZ::Component* thisComponent, const AZ::PlatformTagSet& /*platformTags*/);
void BuildGameEntity(AZ::Entity* gameEntity) override;
ExportComponentType m_exportType{ ExportComponentType::ExportNullComponent };
bool m_exportHandled{ false };
};
class SpawnableRemoveEditorInfoTestFixture
: public ToolsApplicationFixture
{
protected:
void SetUpEditorFixtureImpl() override;
void TearDownEditorFixtureImpl() override;
// create entity containing the EditorOnly component to be processed
void CreateSourceEntity(const char* name, bool editorOnly);
// create entity containing the non editor-only component to be processed
void CreateSourceTestExportRuntimeEntity(const char* name, bool returnPointerToSelf, bool exportHandled);
// create entity containing the editor-only component to be processed
void CreateSourceTestExportEditorEntity(
const char* name,
TestExportEditorComponent::ExportComponentType exportType,
bool exportHandled);
// Locate and return an entity from the exported entities
AZ::Entity* GetRuntimeEntity(const char* entityName);
void ConvertSourceEntitiesToPrefab();
void ConvertRuntimePrefab(bool expectedResult = true);
AZStd::vector<AZ::Entity*> m_sourceEntities;
AZStd::vector<AZ::Entity*> m_runtimeEntities;
AZ::SerializeContext* m_serializeContext{ nullptr };
PrefabSystemComponent* m_prefabSystemComponent{ nullptr };
PrefabConversionUtils::EditorInfoRemover m_editorInfoRemover;
PrefabConversionUtils::PrefabProcessorContext m_prefabProcessorContext{ AZ::Uuid::CreateRandom() };
PrefabDom m_prefabDom;
};
}