Initial Commit
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.TestTools;
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using UnityEngine.UI;
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public class InputModuleTests
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{
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EventSystem m_EventSystem;
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FakeBaseInput m_FakeBaseInput;
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StandaloneInputModule m_StandaloneInputModule;
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Canvas m_Canvas;
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Image m_Image;
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[SetUp]
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public void TestSetup()
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{
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// Camera | Canvas (Image) | Event System
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m_Canvas = new GameObject("Canvas").AddComponent<Canvas>();
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m_Canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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m_Canvas.gameObject.AddComponent<GraphicRaycaster>();
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m_Image = new GameObject("Image").AddComponent<Image>();
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m_Image.gameObject.transform.SetParent(m_Canvas.transform);
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RectTransform imageRectTransform = m_Image.GetComponent<RectTransform>();
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imageRectTransform.sizeDelta = new Vector2(400f, 400f);
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imageRectTransform.localPosition = Vector3.zero;
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GameObject go = new GameObject("Event System");
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m_EventSystem = go.AddComponent<EventSystem>();
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m_EventSystem.pixelDragThreshold = 1;
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m_StandaloneInputModule = go.AddComponent<StandaloneInputModule>();
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m_FakeBaseInput = go.AddComponent<FakeBaseInput>();
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// Override input with FakeBaseInput so we can send fake mouse/keyboards button presses and touches
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m_StandaloneInputModule.inputOverride = m_FakeBaseInput;
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Cursor.lockState = CursorLockMode.None;
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}
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[UnityTest]
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public IEnumerator DragCallbacksDoGetCalled()
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{
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// While left mouse button is pressed and the mouse is moving, OnBeginDrag and OnDrag callbacks should be called
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// Then when the left mouse button is released, OnEndDrag callback should be called
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// Add script to EventSystem to update the mouse position
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m_EventSystem.gameObject.AddComponent<MouseUpdate>();
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// Add script to Image which implements OnBeginDrag, OnDrag & OnEndDrag callbacks
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DragCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<DragCallbackCheck>();
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// Setting required input.mousePresent to fake mouse presence
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m_FakeBaseInput.MousePresent = true;
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var canvasRT = m_Canvas.gameObject.transform as RectTransform;
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m_FakeBaseInput.MousePosition = new Vector2(Screen.width / 2, Screen.height / 2);
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yield return null;
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// Left mouse button down simulation
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m_FakeBaseInput.MouseButtonDown[0] = true;
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yield return null;
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// Left mouse button down flag needs to reset in the next frame
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m_FakeBaseInput.MouseButtonDown[0] = false;
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yield return null;
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// Left mouse button up simulation
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m_FakeBaseInput.MouseButtonUp[0] = true;
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yield return null;
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// Left mouse button up flag needs to reset in the next frame
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m_FakeBaseInput.MouseButtonUp[0] = false;
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yield return null;
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Assert.IsTrue(callbackCheck.onBeginDragCalled, "OnBeginDrag not called");
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Assert.IsTrue(callbackCheck.onDragCalled, "OnDragCalled not called");
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Assert.IsTrue(callbackCheck.onEndDragCalled, "OnEndDragCalled not called");
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Assert.IsTrue(callbackCheck.onDropCalled, "OnDrop not called");
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}
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[UnityTest]
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public IEnumerator MouseOutsideMaskRectTransform_WhileInsidePaddedArea_PerformsClick()
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{
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var mask = new GameObject("Panel").AddComponent<RectMask2D>();
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mask.gameObject.transform.SetParent(m_Canvas.transform);
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RectTransform panelRectTransform = mask.GetComponent<RectTransform>();
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panelRectTransform.sizeDelta = new Vector2(100, 100f);
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panelRectTransform.localPosition = Vector3.zero;
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m_Image.gameObject.transform.SetParent(mask.transform, true);
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mask.padding = new Vector4(-30, -30, -30, -30);
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PointerClickCallbackCheck callbackCheck = m_Image.gameObject.AddComponent<PointerClickCallbackCheck>();
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var canvasRT = m_Canvas.gameObject.transform as RectTransform;
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var screenMiddle = new Vector2(Screen.width / 2, Screen.height / 2);
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m_FakeBaseInput.MousePresent = true;
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m_FakeBaseInput.MousePosition = screenMiddle;
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yield return null;
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// Click the center of the screen should hit the middle of the image.
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m_FakeBaseInput.MouseButtonDown[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonDown[0] = false;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = false;
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yield return null;
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Assert.IsTrue(callbackCheck.pointerDown);
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//Reset the callbackcheck and click outside the mask but still in the image.
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callbackCheck.pointerDown = false;
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m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 60, screenMiddle.y);
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yield return null;
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m_FakeBaseInput.MouseButtonDown[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonDown[0] = false;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = false;
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yield return null;
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Assert.IsTrue(callbackCheck.pointerDown);
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//Reset the callbackcheck and click outside the mask and outside in the image.
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callbackCheck.pointerDown = false;
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m_FakeBaseInput.MousePosition = new Vector2(screenMiddle.x - 100, screenMiddle.y);
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yield return null;
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m_FakeBaseInput.MouseButtonDown[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonDown[0] = false;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = true;
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yield return null;
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m_FakeBaseInput.MouseButtonUp[0] = false;
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yield return null;
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Assert.IsFalse(callbackCheck.pointerDown);
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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_EventSystem.gameObject);
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GameObject.DestroyImmediate(m_Canvas.gameObject);
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}
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}
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