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