CanUseEditMenu.cpp 2.4 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <gtest/gtest.h>
  9. #include <QAction>
  10. #include <QtTest>
  11. #include <Tests/UI/MenuUIFixture.h>
  12. #include <Tests/UI/AnimGraphUIFixture.h>
  13. #include <EMotionStudio/Plugins/StandardPlugins/Source/AnimGraph/AnimGraphPlugin.h>
  14. #include <EMotionStudio/EMStudioSDK/Source/EMStudioManager.h>
  15. #include <EMotionFX/Source/AnimGraphReferenceNode.h>
  16. #include <EMotionFX/CommandSystem/Source/AnimGraphNodeCommands.h>
  17. namespace EMotionFX
  18. {
  19. TEST_F(AnimGraphUIFixture, CanUseEditMenu)
  20. {
  21. RecordProperty("test_case_id", "C1698602 ");
  22. // Find the Edit menu.
  23. QMenu* editMenu = MenuUIFixture::FindMainMenuWithName("EMFX.MainWindow.EditMenu");
  24. ASSERT_TRUE(editMenu) << "Unable to find edit menu.";
  25. EMotionFX::AnimGraph*animGraph = CreateAnimGraph();
  26. ASSERT_TRUE(animGraph);
  27. EMStudio::NodeGraph* nodeGraph = GetActiveNodeGraph();
  28. ASSERT_TRUE(nodeGraph);
  29. EMotionFX::AnimGraphNode* currentNode = nodeGraph->GetModelIndex().data(EMStudio::AnimGraphModel::ROLE_NODE_POINTER).value<EMotionFX::AnimGraphNode*>();
  30. ASSERT_TRUE(currentNode) << "No current AnimGraphNode found";
  31. // Create an anim graph node, so we have something to undo.
  32. CommandSystem::CreateAnimGraphNode(/*commandGroup=*/nullptr, animGraph, azrtti_typeid<EMotionFX::AnimGraphReferenceNode>(), "Reference", currentNode, 0, 0);
  33. // Check the expected node now exists.
  34. size_t numNodes = currentNode->GetNumChildNodes();
  35. EXPECT_EQ(1, numNodes);
  36. // Undo.
  37. QAction* undoAction = MenuUIFixture::FindMenuActionWithObjectName(editMenu, "EMFX.MainWindow.UndoAction", "EMFX.MainWindow.EditMenu");
  38. ASSERT_TRUE(undoAction);
  39. undoAction->trigger();
  40. const size_t numNodesAfterUndo = currentNode->GetNumChildNodes();
  41. ASSERT_EQ(numNodesAfterUndo, numNodes - 1);
  42. // Redo.
  43. QAction* redoAction = MenuUIFixture::FindMenuActionWithObjectName(editMenu, "EMFX.MainWindow.RedoAction", "EMFX.MainWindow.EditMenu");
  44. ASSERT_TRUE(redoAction);
  45. redoAction->trigger();
  46. const size_t numNodesAfterRedo = currentNode->GetNumChildNodes();
  47. ASSERT_EQ(numNodesAfterRedo, numNodesAfterUndo + 1);
  48. }
  49. } // namespace EMotionFX