forked from BilalY/Rasagar
499 lines
19 KiB
C#
499 lines
19 KiB
C#
using System.Reflection;
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine.EventSystems;
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using UnityEngine.TestTools;
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namespace UnityEngine.UI.Tests
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{
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[TestFixture]
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class SelectableTests
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{
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private class SelectableTest : Selectable
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{
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public bool isStateNormal { get { return currentSelectionState == SelectionState.Normal; } }
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public bool isStateHighlighted { get { return currentSelectionState == SelectionState.Highlighted; } }
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public bool isStateSelected { get { return currentSelectionState == SelectionState.Selected; } }
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public bool isStatePressed { get { return currentSelectionState == SelectionState.Pressed; } }
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public bool isStateDisabled { get { return currentSelectionState == SelectionState.Disabled; } }
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public Selectable GetSelectableAtIndex(int index)
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{
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return s_Selectables[index];
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}
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public int GetSelectableCurrentIndex()
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{
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return m_CurrentIndex;
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}
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}
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private SelectableTest selectable;
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private GameObject m_CanvasRoot;
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private GameObject m_EventSystemGO;
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private CanvasGroup CreateAndParentGroupTo(string name, GameObject child)
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{
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GameObject canvasRoot = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas));
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GameObject groupGO = new GameObject(name, typeof(RectTransform), typeof(CanvasGroup));
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groupGO.transform.SetParent(canvasRoot.transform);
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child.transform.SetParent(groupGO.transform);
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return groupGO.GetComponent<CanvasGroup>();
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}
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[SetUp]
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public void TestSetup()
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{
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m_EventSystemGO = new GameObject("EventSystem", typeof(EventSystem));
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EventSystem.current = m_EventSystemGO.GetComponent<EventSystem>();
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m_CanvasRoot = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas));
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GameObject SelectableGO = new GameObject("Selectable", typeof(RectTransform), typeof(CanvasRenderer));
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SelectableGO.transform.SetParent(m_CanvasRoot.transform);
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selectable = SelectableGO.AddComponent<SelectableTest>();
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selectable.targetGraphic = selectable.gameObject.AddComponent<ConcreteGraphic>();
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CanvasRoot);
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GameObject.DestroyImmediate(m_EventSystemGO);
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}
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[Test] // regression test 1160054
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public void SelectableArrayRemovesReferenceUponDisable()
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{
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int originalSelectableCount = Selectable.allSelectableCount;
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selectable.enabled = false;
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Assert.AreEqual(originalSelectableCount - 1, Selectable.allSelectableCount, "We have more then originalSelectableCount - 1 selectable objects.");
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//ensure the item as the last index is nulled out as it replaced the item that was disabled.
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Assert.IsNull(selectable.GetSelectableAtIndex(Selectable.allSelectableCount));
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selectable.enabled = true;
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}
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#region Selected object
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[Test]
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public void SettingCurrentSelectedSelectableNonInteractableShouldNullifyCurrentSelected()
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{
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EventSystem.current.SetSelectedGameObject(selectable.gameObject);
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selectable.interactable = false;
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// it should be unselected now that it is not interactable anymore
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Assert.IsNull(EventSystem.current.currentSelectedGameObject);
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}
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[Test]
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public void PointerEnterDownShouldMakeItSelectedGameObject()
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{
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Assert.IsNull(EventSystem.current.currentSelectedGameObject);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current));
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
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Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
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}
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[Test]
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public void OnSelectShouldSetSelectedState()
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{
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Assert.True(selectable.isStateNormal);
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selectable.OnSelect(new BaseEventData(EventSystem.current));
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Assert.True(selectable.isStateSelected);
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}
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[Test]
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public void OnDeselectShouldUnsetSelectedState()
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{
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Assert.True(selectable.isStateNormal);
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selectable.OnSelect(new BaseEventData(EventSystem.current));
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Assert.True(selectable.isStateSelected);
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selectable.OnDeselect(new BaseEventData(EventSystem.current));
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Assert.True(selectable.isStateNormal);
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}
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#endregion
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#region Interactable
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[Test]
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public void SettingCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
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{
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// Canvas Group on same object
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var group = selectable.gameObject.AddComponent<CanvasGroup>();
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Assert.IsTrue(selectable.IsInteractable());
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group.interactable = false;
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// actual call happens on the native side, cause by interactable = false
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsFalse(selectable.IsInteractable());
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}
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[Test]
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public void DisablingCanvasGroupShouldMakeSelectableAsInteractable()
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{
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var group = selectable.gameObject.AddComponent<CanvasGroup>();
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Assert.IsTrue(selectable.IsInteractable());
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group.enabled = false;
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group.interactable = false;
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsTrue(selectable.IsInteractable());
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}
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[Test]
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public void SettingParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
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{
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var canvasGroup = CreateAndParentGroupTo("CanvasGroup", selectable.gameObject);
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Assert.IsTrue(selectable.IsInteractable());
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canvasGroup.interactable = false;
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// actual call happens on the native side, cause by interactable = false
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsFalse(selectable.IsInteractable());
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}
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[Test]
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public void SettingParentParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
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{
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var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
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var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
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Assert.IsTrue(selectable.IsInteractable());
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canvasGroup2.interactable = false;
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// actual call happens on the native side, cause by interactable = false
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsFalse(selectable.IsInteractable());
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}
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[Test]
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public void SettingParentParentCanvasGroupInteractableShouldMakeSelectableInteractable()
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{
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var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
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CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
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Assert.IsTrue(selectable.IsInteractable());
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// actual call happens on the native side, cause by interactable
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsTrue(selectable.IsInteractable());
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}
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[Test]
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public void SettingParentParentCanvasGroupNotInteractableShouldNotMakeSelectableNotInteractableIfIgnoreParentGroups()
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{
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var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
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canvasGroup1.ignoreParentGroups = true;
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var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
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Assert.IsTrue(selectable.IsInteractable());
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canvasGroup2.interactable = false;
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// actual call happens on the native side, cause by interactable = false
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selectable.InvokeOnCanvasGroupChanged();
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Assert.IsTrue(selectable.IsInteractable());
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}
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[Test]// regression test 861736
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public void PointerEnterThenSetNotInteractableThenExitThenSetInteractableShouldSetStateToDefault()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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Assert.True(selectable.isStateHighlighted);
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selectable.interactable = false;
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selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.interactable = true;
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Assert.False(selectable.isStateHighlighted);
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Assert.True(selectable.isStateNormal);
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}
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[Test]// regression test 861736
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public void PointerEnterThenSetNotInteractableThenSetInteractableShouldStayHighlighted()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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Assert.True(selectable.isStateHighlighted);
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selectable.interactable = false;
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selectable.interactable = true;
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Assert.True(selectable.isStateHighlighted);
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}
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[Test]
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public void InstantiatingSelectableUnderNotInteractableCanvasGroupShouldAlsoNotBeInteractable()
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{
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var canvasGroup = CreateAndParentGroupTo("ParentGroup", selectable.gameObject);
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canvasGroup.interactable = false;
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Assert.False(canvasGroup.interactable);
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var newSelectable = Object.Instantiate(selectable.gameObject, canvasGroup.transform).GetComponent<SelectableTest>();
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Assert.False(newSelectable.IsInteractable());
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}
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#endregion
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#region Tweening
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[UnityTest]
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public IEnumerator SettingNotInteractableShouldTweenToDisabledColor()
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{
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var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
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selectable.InvokeOnEnable();
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canvasRenderer.SetColor(selectable.colors.normalColor);
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selectable.interactable = false;
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yield return new WaitForSeconds(1);
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Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
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selectable.interactable = true;
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yield return new WaitForSeconds(1);
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Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
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}
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[UnityTest][Ignore("Fails")] // regression test 742140
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public IEnumerator SettingNotInteractableThenInteractableShouldNotTweenToDisabledColor()
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{
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var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
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selectable.enabled = false;
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selectable.enabled = true;
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canvasRenderer.SetColor(selectable.colors.normalColor);
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selectable.interactable = false;
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selectable.interactable = true;
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Color c = canvasRenderer.GetColor();
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for (int i = 0; i < 30; i++)
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{
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yield return null;
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Color c2 = canvasRenderer.GetColor();
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Assert.AreNotEqual(c2, c);
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}
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Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
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}
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[UnityTest]
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public IEnumerator SettingInteractableToFalseTrueFalseShouldTweenToDisabledColor()
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{
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var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
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selectable.InvokeOnEnable();
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canvasRenderer.SetColor(selectable.colors.normalColor);
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selectable.interactable = false;
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selectable.interactable = true;
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selectable.interactable = false;
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yield return new WaitForSeconds(1);
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Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
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}
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#if PACKAGE_ANIMATION
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[Test]
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public void TriggerAnimationWithNoAnimator()
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{
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Assert.Null(selectable.animator);
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Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
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}
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[Test]
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public void TriggerAnimationWithDisabledAnimator()
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{
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var an = selectable.gameObject.AddComponent<Animator>();
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an.enabled = false;
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Assert.NotNull(selectable.animator);
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Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
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}
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[Test]
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public void TriggerAnimationAnimatorWithNoRuntimeController()
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{
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var an = selectable.gameObject.AddComponent<Animator>();
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an.runtimeAnimatorController = null;
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Assert.NotNull(selectable.animator);
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Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
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}
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#endif
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#endregion
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#region Selection state and pointer
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[Test]
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public void SelectShouldSetSelectedObject()
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{
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Assert.Null(EventSystem.current.currentSelectedGameObject);
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selectable.Select();
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Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
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}
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[Test]
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public void SelectWhenAlreadySelectingShouldNotSetSelectedObject()
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{
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Assert.Null(EventSystem.current.currentSelectedGameObject);
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var fieldInfo = typeof(EventSystem).GetField("m_SelectionGuard", BindingFlags.NonPublic | BindingFlags.Instance);
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fieldInfo
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.SetValue(EventSystem.current, true);
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selectable.Select();
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Assert.Null(EventSystem.current.currentSelectedGameObject);
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}
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[Test]
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public void PointerEnterShouldHighlight()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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Assert.True(selectable.isStateHighlighted);
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}
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[Test]
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public void PointerEnterOnSelectedObjectShouldStaySelected()
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{
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selectable.InvokeOnSelect(null);
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Assert.True(selectable.isStateSelected);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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Assert.True(selectable.isStateSelected);
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}
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[Test]
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public void PointerEnterAndRightClickShouldHighlightNotPress()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current)
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{
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button = PointerEventData.InputButton.Right
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});
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Assert.True(selectable.isStateHighlighted);
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}
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[Test]
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public void PointerEnterAndRightClickShouldPress()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
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Assert.True(selectable.isStatePressed);
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}
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[Test]
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public void PointerEnterLeftClickExitShouldPress()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
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selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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Assert.True(selectable.isStatePressed);
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}
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[Test]
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public void PointerEnterLeftClickExitReleaseShouldSelect()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
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selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current));
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Assert.True(selectable.isStateSelected);
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}
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[Test]
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public void PointerDownShouldSetSelectedObject()
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{
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Assert.Null(EventSystem.current.currentSelectedGameObject);
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
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Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
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}
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[Test]
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public void PointerLeftDownRightDownRightUpShouldNotChangeState()
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{
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Assert.True(selectable.isStateNormal);
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selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
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{
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pointerEnter = selectable.gameObject
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});
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Left });
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selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
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selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
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Assert.True(selectable.isStatePressed);
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}
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[Test, Ignore("No disabled state assigned ? Investigate")]
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public void SettingNotInteractableShouldDisable()
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{
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Assert.True(selectable.isStateNormal);
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selectable.interactable = false;
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selectable.InvokeOnCanvasGroupChanged();
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Assert.True(selectable.isStateDisabled);
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}
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#endregion
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#region No event system
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[Test] // regression test 787563
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public void SettingInteractableWithNoEventSystemShouldNotCrash()
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{
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EventSystem.current.enabled = false;
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selectable.interactable = false;
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}
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[Test] // regression test 787563
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public void OnPointerDownWithNoEventSystemShouldNotCrash()
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{
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EventSystem.current.enabled = false;
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selectable.OnPointerDown(new PointerEventData(EventSystem.current) {button = PointerEventData.InputButton.Left});
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}
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[Test] // regression test 787563
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public void SelectWithNoEventSystemShouldNotCrash()
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{
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EventSystem.current.enabled = false;
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selectable.Select();
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}
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#endregion
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}
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}
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