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- /*
- * 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
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