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