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SelectableTests.cs 19KB

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  1. using System.Reflection;
  2. using System.Collections;
  3. using NUnit.Framework;
  4. using UnityEngine.EventSystems;
  5. using UnityEngine.TestTools;
  6. namespace UnityEngine.UI.Tests
  7. {
  8. [TestFixture]
  9. class SelectableTests
  10. {
  11. private class SelectableTest : Selectable
  12. {
  13. public bool isStateNormal { get { return currentSelectionState == SelectionState.Normal; } }
  14. public bool isStateHighlighted { get { return currentSelectionState == SelectionState.Highlighted; } }
  15. public bool isStateSelected { get { return currentSelectionState == SelectionState.Selected; } }
  16. public bool isStatePressed { get { return currentSelectionState == SelectionState.Pressed; } }
  17. public bool isStateDisabled { get { return currentSelectionState == SelectionState.Disabled; } }
  18. public Selectable GetSelectableAtIndex(int index)
  19. {
  20. return s_Selectables[index];
  21. }
  22. public int GetSelectableCurrentIndex()
  23. {
  24. return m_CurrentIndex;
  25. }
  26. }
  27. private SelectableTest selectable;
  28. private GameObject m_CanvasRoot;
  29. private GameObject m_EventSystemGO;
  30. private CanvasGroup CreateAndParentGroupTo(string name, GameObject child)
  31. {
  32. GameObject canvasRoot = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas));
  33. GameObject groupGO = new GameObject(name, typeof(RectTransform), typeof(CanvasGroup));
  34. groupGO.transform.SetParent(canvasRoot.transform);
  35. child.transform.SetParent(groupGO.transform);
  36. return groupGO.GetComponent<CanvasGroup>();
  37. }
  38. [SetUp]
  39. public void TestSetup()
  40. {
  41. m_EventSystemGO = new GameObject("EventSystem", typeof(EventSystem));
  42. EventSystem.current = m_EventSystemGO.GetComponent<EventSystem>();
  43. m_CanvasRoot = new GameObject("Canvas", typeof(RectTransform), typeof(Canvas));
  44. GameObject SelectableGO = new GameObject("Selectable", typeof(RectTransform), typeof(CanvasRenderer));
  45. SelectableGO.transform.SetParent(m_CanvasRoot.transform);
  46. selectable = SelectableGO.AddComponent<SelectableTest>();
  47. selectable.targetGraphic = selectable.gameObject.AddComponent<ConcreteGraphic>();
  48. }
  49. [TearDown]
  50. public void TearDown()
  51. {
  52. GameObject.DestroyImmediate(m_CanvasRoot);
  53. GameObject.DestroyImmediate(m_EventSystemGO);
  54. }
  55. [Test] // regression test 1160054
  56. public void SelectableArrayRemovesReferenceUponDisable()
  57. {
  58. int originalSelectableCount = Selectable.allSelectableCount;
  59. selectable.enabled = false;
  60. Assert.AreEqual(originalSelectableCount - 1, Selectable.allSelectableCount, "We have more then originalSelectableCount - 1 selectable objects.");
  61. //ensure the item as the last index is nulled out as it replaced the item that was disabled.
  62. Assert.IsNull(selectable.GetSelectableAtIndex(Selectable.allSelectableCount));
  63. selectable.enabled = true;
  64. }
  65. #region Selected object
  66. [Test]
  67. public void SettingCurrentSelectedSelectableNonInteractableShouldNullifyCurrentSelected()
  68. {
  69. EventSystem.current.SetSelectedGameObject(selectable.gameObject);
  70. selectable.interactable = false;
  71. // it should be unselected now that it is not interactable anymore
  72. Assert.IsNull(EventSystem.current.currentSelectedGameObject);
  73. }
  74. [Test]
  75. public void PointerEnterDownShouldMakeItSelectedGameObject()
  76. {
  77. Assert.IsNull(EventSystem.current.currentSelectedGameObject);
  78. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current));
  79. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  80. Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
  81. }
  82. [Test]
  83. public void OnSelectShouldSetSelectedState()
  84. {
  85. Assert.True(selectable.isStateNormal);
  86. selectable.OnSelect(new BaseEventData(EventSystem.current));
  87. Assert.True(selectable.isStateSelected);
  88. }
  89. [Test]
  90. public void OnDeselectShouldUnsetSelectedState()
  91. {
  92. Assert.True(selectable.isStateNormal);
  93. selectable.OnSelect(new BaseEventData(EventSystem.current));
  94. Assert.True(selectable.isStateSelected);
  95. selectable.OnDeselect(new BaseEventData(EventSystem.current));
  96. Assert.True(selectable.isStateNormal);
  97. }
  98. #endregion
  99. #region Interactable
  100. [Test]
  101. public void SettingCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
  102. {
  103. // Canvas Group on same object
  104. var group = selectable.gameObject.AddComponent<CanvasGroup>();
  105. Assert.IsTrue(selectable.IsInteractable());
  106. group.interactable = false;
  107. // actual call happens on the native side, cause by interactable = false
  108. selectable.InvokeOnCanvasGroupChanged();
  109. Assert.IsFalse(selectable.IsInteractable());
  110. }
  111. [Test]
  112. public void DisablingCanvasGroupShouldMakeSelectableAsInteractable()
  113. {
  114. var group = selectable.gameObject.AddComponent<CanvasGroup>();
  115. Assert.IsTrue(selectable.IsInteractable());
  116. group.enabled = false;
  117. group.interactable = false;
  118. selectable.InvokeOnCanvasGroupChanged();
  119. Assert.IsTrue(selectable.IsInteractable());
  120. }
  121. [Test]
  122. public void SettingParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
  123. {
  124. var canvasGroup = CreateAndParentGroupTo("CanvasGroup", selectable.gameObject);
  125. Assert.IsTrue(selectable.IsInteractable());
  126. canvasGroup.interactable = false;
  127. // actual call happens on the native side, cause by interactable = false
  128. selectable.InvokeOnCanvasGroupChanged();
  129. Assert.IsFalse(selectable.IsInteractable());
  130. }
  131. [Test]
  132. public void SettingParentParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
  133. {
  134. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  135. var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  136. Assert.IsTrue(selectable.IsInteractable());
  137. canvasGroup2.interactable = false;
  138. // actual call happens on the native side, cause by interactable = false
  139. selectable.InvokeOnCanvasGroupChanged();
  140. Assert.IsFalse(selectable.IsInteractable());
  141. }
  142. [Test]
  143. public void SettingParentParentCanvasGroupInteractableShouldMakeSelectableInteractable()
  144. {
  145. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  146. CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  147. Assert.IsTrue(selectable.IsInteractable());
  148. // actual call happens on the native side, cause by interactable
  149. selectable.InvokeOnCanvasGroupChanged();
  150. Assert.IsTrue(selectable.IsInteractable());
  151. }
  152. [Test]
  153. public void SettingParentParentCanvasGroupNotInteractableShouldNotMakeSelectableNotInteractableIfIgnoreParentGroups()
  154. {
  155. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  156. canvasGroup1.ignoreParentGroups = true;
  157. var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  158. Assert.IsTrue(selectable.IsInteractable());
  159. canvasGroup2.interactable = false;
  160. // actual call happens on the native side, cause by interactable = false
  161. selectable.InvokeOnCanvasGroupChanged();
  162. Assert.IsTrue(selectable.IsInteractable());
  163. }
  164. [Test]// regression test 861736
  165. public void PointerEnterThenSetNotInteractableThenExitThenSetInteractableShouldSetStateToDefault()
  166. {
  167. Assert.True(selectable.isStateNormal);
  168. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  169. {
  170. pointerEnter = selectable.gameObject
  171. });
  172. Assert.True(selectable.isStateHighlighted);
  173. selectable.interactable = false;
  174. selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
  175. {
  176. pointerEnter = selectable.gameObject
  177. });
  178. selectable.interactable = true;
  179. Assert.False(selectable.isStateHighlighted);
  180. Assert.True(selectable.isStateNormal);
  181. }
  182. [Test]// regression test 861736
  183. public void PointerEnterThenSetNotInteractableThenSetInteractableShouldStayHighlighted()
  184. {
  185. Assert.True(selectable.isStateNormal);
  186. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  187. {
  188. pointerEnter = selectable.gameObject
  189. });
  190. Assert.True(selectable.isStateHighlighted);
  191. selectable.interactable = false;
  192. selectable.interactable = true;
  193. Assert.True(selectable.isStateHighlighted);
  194. }
  195. #endregion
  196. #region Tweening
  197. [UnityTest]
  198. public IEnumerator SettingNotInteractableShouldTweenToDisabledColor()
  199. {
  200. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  201. selectable.InvokeOnEnable();
  202. canvasRenderer.SetColor(selectable.colors.normalColor);
  203. selectable.interactable = false;
  204. yield return new WaitForSeconds(1);
  205. Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
  206. selectable.interactable = true;
  207. yield return new WaitForSeconds(1);
  208. Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
  209. }
  210. [UnityTest][Ignore("Fails")] // regression test 742140
  211. public IEnumerator SettingNotInteractableThenInteractableShouldNotTweenToDisabledColor()
  212. {
  213. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  214. selectable.enabled = false;
  215. selectable.enabled = true;
  216. canvasRenderer.SetColor(selectable.colors.normalColor);
  217. selectable.interactable = false;
  218. selectable.interactable = true;
  219. Color c = canvasRenderer.GetColor();
  220. for (int i = 0; i < 30; i++)
  221. {
  222. yield return null;
  223. Color c2 = canvasRenderer.GetColor();
  224. Assert.AreNotEqual(c2, c);
  225. }
  226. Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
  227. }
  228. [UnityTest]
  229. public IEnumerator SettingInteractableToFalseTrueFalseShouldTweenToDisabledColor()
  230. {
  231. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  232. selectable.InvokeOnEnable();
  233. canvasRenderer.SetColor(selectable.colors.normalColor);
  234. selectable.interactable = false;
  235. selectable.interactable = true;
  236. selectable.interactable = false;
  237. yield return new WaitForSeconds(1);
  238. Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
  239. }
  240. #if PACKAGE_ANIMATION
  241. [Test]
  242. public void TriggerAnimationWithNoAnimator()
  243. {
  244. Assert.Null(selectable.animator);
  245. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  246. }
  247. [Test]
  248. public void TriggerAnimationWithDisabledAnimator()
  249. {
  250. var an = selectable.gameObject.AddComponent<Animator>();
  251. an.enabled = false;
  252. Assert.NotNull(selectable.animator);
  253. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  254. }
  255. [Test]
  256. public void TriggerAnimationAnimatorWithNoRuntimeController()
  257. {
  258. var an = selectable.gameObject.AddComponent<Animator>();
  259. an.runtimeAnimatorController = null;
  260. Assert.NotNull(selectable.animator);
  261. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  262. }
  263. #endif
  264. #endregion
  265. #region Selection state and pointer
  266. [Test]
  267. public void SelectShouldSetSelectedObject()
  268. {
  269. Assert.Null(EventSystem.current.currentSelectedGameObject);
  270. selectable.Select();
  271. Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
  272. }
  273. [Test]
  274. public void SelectWhenAlreadySelectingShouldNotSetSelectedObject()
  275. {
  276. Assert.Null(EventSystem.current.currentSelectedGameObject);
  277. var fieldInfo = typeof(EventSystem).GetField("m_SelectionGuard", BindingFlags.NonPublic | BindingFlags.Instance);
  278. fieldInfo
  279. .SetValue(EventSystem.current, true);
  280. selectable.Select();
  281. Assert.Null(EventSystem.current.currentSelectedGameObject);
  282. }
  283. [Test]
  284. public void PointerEnterShouldHighlight()
  285. {
  286. Assert.True(selectable.isStateNormal);
  287. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  288. {
  289. pointerEnter = selectable.gameObject
  290. });
  291. Assert.True(selectable.isStateHighlighted);
  292. }
  293. [Test]
  294. public void PointerEnterOnSelectedObjectShouldStaySelected()
  295. {
  296. selectable.InvokeOnSelect(null);
  297. Assert.True(selectable.isStateSelected);
  298. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  299. {
  300. pointerEnter = selectable.gameObject
  301. });
  302. Assert.True(selectable.isStateSelected);
  303. }
  304. [Test]
  305. public void PointerEnterAndRightClickShouldHighlightNotPress()
  306. {
  307. Assert.True(selectable.isStateNormal);
  308. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  309. {
  310. pointerEnter = selectable.gameObject
  311. });
  312. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current)
  313. {
  314. button = PointerEventData.InputButton.Right
  315. });
  316. Assert.True(selectable.isStateHighlighted);
  317. }
  318. [Test]
  319. public void PointerEnterAndRightClickShouldPress()
  320. {
  321. Assert.True(selectable.isStateNormal);
  322. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  323. {
  324. pointerEnter = selectable.gameObject
  325. });
  326. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  327. Assert.True(selectable.isStatePressed);
  328. }
  329. [Test]
  330. public void PointerEnterLeftClickExitShouldPress()
  331. {
  332. Assert.True(selectable.isStateNormal);
  333. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  334. {
  335. pointerEnter = selectable.gameObject
  336. });
  337. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  338. selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
  339. {
  340. pointerEnter = selectable.gameObject
  341. });
  342. Assert.True(selectable.isStatePressed);
  343. }
  344. [Test]
  345. public void PointerEnterLeftClickExitReleaseShouldSelect()
  346. {
  347. Assert.True(selectable.isStateNormal);
  348. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  349. {
  350. pointerEnter = selectable.gameObject
  351. });
  352. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  353. selectable.InvokeOnPointerExit(new PointerEventData(EventSystem.current)
  354. {
  355. pointerEnter = selectable.gameObject
  356. });
  357. selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current));
  358. Assert.True(selectable.isStateSelected);
  359. }
  360. [Test]
  361. public void PointerDownShouldSetSelectedObject()
  362. {
  363. Assert.Null(EventSystem.current.currentSelectedGameObject);
  364. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  365. Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
  366. }
  367. [Test]
  368. public void PointerLeftDownRightDownRightUpShouldNotChangeState()
  369. {
  370. Assert.True(selectable.isStateNormal);
  371. selectable.InvokeOnPointerEnter(new PointerEventData(EventSystem.current)
  372. {
  373. pointerEnter = selectable.gameObject
  374. });
  375. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Left });
  376. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
  377. selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
  378. Assert.True(selectable.isStatePressed);
  379. }
  380. [Test, Ignore("No disabled state assigned ? Investigate")]
  381. public void SettingNotInteractableShouldDisable()
  382. {
  383. Assert.True(selectable.isStateNormal);
  384. selectable.interactable = false;
  385. selectable.InvokeOnCanvasGroupChanged();
  386. Assert.True(selectable.isStateDisabled);
  387. }
  388. #endregion
  389. #region No event system
  390. [Test] // regression test 787563
  391. public void SettingInteractableWithNoEventSystemShouldNotCrash()
  392. {
  393. EventSystem.current.enabled = false;
  394. selectable.interactable = false;
  395. }
  396. [Test] // regression test 787563
  397. public void OnPointerDownWithNoEventSystemShouldNotCrash()
  398. {
  399. EventSystem.current.enabled = false;
  400. selectable.OnPointerDown(new PointerEventData(EventSystem.current) {button = PointerEventData.InputButton.Left});
  401. }
  402. [Test] // regression test 787563
  403. public void SelectWithNoEventSystemShouldNotCrash()
  404. {
  405. EventSystem.current.enabled = false;
  406. selectable.Select();
  407. }
  408. #endregion
  409. }
  410. }