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o3de/Gems/EMotionFX/Code/Tests/UI/CanUseEditMenu.cpp

64 lines
2.4 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
*
*/
#include <gtest/gtest.h>
#include <QAction>
#include <QtTest>
#include <Tests/UI/MenuUIFixture.h>
#include <Tests/UI/AnimGraphUIFixture.h>
#include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AnimGraphPlugin.h>
#include <EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
#include <EMotionFX/Source/AnimGraphReferenceNode.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphNodeCommands.h>
namespace EMotionFX
{
TEST_F(AnimGraphUIFixture, CanUseEditMenu)
{
RecordProperty("test_case_id", "C1698602 ");
// Find the Edit menu.
QMenu* editMenu = MenuUIFixture::FindMainMenuWithName("EMFX.MainWindow.EditMenu");
ASSERT_TRUE(editMenu) << "Unable to find edit menu.";
EMotionFX::AnimGraph*animGraph = CreateAnimGraph();
ASSERT_TRUE(animGraph);
EMStudio::NodeGraph* nodeGraph = GetActiveNodeGraph();
ASSERT_TRUE(nodeGraph);
EMotionFX::AnimGraphNode* currentNode = nodeGraph->GetModelIndex().data(EMStudio::AnimGraphModel::ROLE_NODE_POINTER).value<EMotionFX::AnimGraphNode*>();
ASSERT_TRUE(currentNode) << "No current AnimGraphNode found";
// Create an anim graph node, so we have something to undo.
CommandSystem::CreateAnimGraphNode(/*commandGroup=*/nullptr, animGraph, azrtti_typeid<EMotionFX::AnimGraphReferenceNode>(), "Reference", currentNode, 0, 0);
// Check the expected node now exists.
size_t numNodes = currentNode->GetNumChildNodes();
EXPECT_EQ(1, numNodes);
// Undo.
QAction* undoAction = MenuUIFixture::FindMenuActionWithObjectName(editMenu, "EMFX.MainWindow.UndoAction", "EMFX.MainWindow.EditMenu");
ASSERT_TRUE(undoAction);
undoAction->trigger();
const size_t numNodesAfterUndo = currentNode->GetNumChildNodes();
ASSERT_EQ(numNodesAfterUndo, numNodes - 1);
// Redo.
QAction* redoAction = MenuUIFixture::FindMenuActionWithObjectName(editMenu, "EMFX.MainWindow.RedoAction", "EMFX.MainWindow.EditMenu");
ASSERT_TRUE(redoAction);
redoAction->trigger();
const size_t numNodesAfterRedo = currentNode->GetNumChildNodes();
ASSERT_EQ(numNodesAfterRedo, numNodesAfterUndo + 1);
}
} // namespace EMotionFX