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139 lines
4.7 KiB
C#
139 lines
4.7 KiB
C#
1 year ago
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using UnityEngine;
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using UnityEngine.TestTools;
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using NUnit.Framework;
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using System.Collections;
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using UnityEngine.UI;
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using System.Reflection;
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public class ImageTests
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{
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private const int Width = 32;
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private const int Height = 32;
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GameObject m_CanvasGO;
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TestableImage m_Image;
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private Texture2D m_defaultTexture;
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private bool m_dirtyLayout;
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private bool m_dirtyMaterial;
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[SetUp]
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public void SetUp()
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{
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m_CanvasGO = new GameObject("Canvas", typeof(Canvas));
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GameObject imageObject = new GameObject("Image", typeof(TestableImage));
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imageObject.transform.SetParent(m_CanvasGO.transform);
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m_Image = imageObject.GetComponent<TestableImage>();
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m_Image.RegisterDirtyLayoutCallback(() => m_dirtyLayout = true);
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m_Image.RegisterDirtyMaterialCallback(() => m_dirtyMaterial = true);
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m_defaultTexture = new Texture2D(Width, Height);
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Color[] colors = new Color[Width * Height];
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for (int i = 0; i < Width * Height; i++)
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colors[i] = Color.magenta;
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m_defaultTexture.Apply();
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}
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[Test]
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public void TightMeshSpritePopulatedVertexHelperProperly()
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{
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Texture2D texture = new Texture2D(64, 64);
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m_Image.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0, 0));
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m_Image.type = Image.Type.Simple;
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m_Image.useSpriteMesh = true;
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VertexHelper vh = new VertexHelper();
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m_Image.GenerateImageData(vh);
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Assert.AreEqual(vh.currentVertCount, m_Image.sprite.vertices.Length);
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Assert.AreEqual(vh.currentIndexCount, m_Image.sprite.triangles.Length);
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}
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[UnityTest]
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public IEnumerator CanvasCustomRefPixPerUnitToggleWillUpdateImageMesh()
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{
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var canvas = m_CanvasGO.GetComponent<Canvas>();
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var canvasScaler = m_CanvasGO.AddComponent<CanvasScaler>();
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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m_Image.transform.SetParent(m_CanvasGO.transform);
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m_Image.type = Image.Type.Sliced;
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var texture = new Texture2D(120, 120);
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m_Image.sprite = Sprite.Create(texture, new Rect(0, 0, 120, 120), new Vector2(0.5f, 0.5f), 100, 1, SpriteMeshType.Tight, new Vector4(30, 30, 30, 30), true);
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m_Image.fillCenter = true;
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canvasScaler.referencePixelsPerUnit = 200;
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yield return null; // skip frame to update canvas properly
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//setup done
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canvas.enabled = false;
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yield return null;
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canvas.enabled = true;
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m_Image.isOnPopulateMeshCalled = false;
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yield return null;
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Assert.IsTrue(m_Image.isOnPopulateMeshCalled);
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}
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[UnityTest]
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public IEnumerator Sprite_Layout()
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{
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m_Image.sprite = Sprite.Create(m_defaultTexture, new Rect(0, 0, Width, Height), Vector2.zero);
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yield return null;
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m_Image.isGeometryUpdated = false;
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m_dirtyLayout = false;
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var Texture = new Texture2D(Width * 2, Height * 2);
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m_Image.sprite = Sprite.Create(Texture, new Rect(0, 0, Width, Height), Vector2.zero);
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yield return new WaitUntil(() => m_Image.isGeometryUpdated);
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// validate that layout change rebuil is not called
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Assert.IsFalse(m_dirtyLayout);
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m_Image.isGeometryUpdated = false;
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m_dirtyLayout = false;
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m_Image.sprite = Sprite.Create(Texture, new Rect(0, 0, Width / 2, Height / 2), Vector2.zero);
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yield return new WaitUntil(() => m_Image.isGeometryUpdated);
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// validate that layout change rebuil is called
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Assert.IsTrue(m_dirtyLayout);
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}
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[UnityTest]
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public IEnumerator Sprite_Material()
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{
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m_Image.sprite = Sprite.Create(m_defaultTexture, new Rect(0, 0, Width, Height), Vector2.zero);
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yield return null;
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m_Image.isGeometryUpdated = false;
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m_dirtyMaterial = false;
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m_Image.sprite = Sprite.Create(m_defaultTexture, new Rect(0, 0, Width / 2, Height / 2), Vector2.zero);
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yield return new WaitUntil(() => m_Image.isGeometryUpdated);
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// validate that material change rebuild is not called
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Assert.IsFalse(m_dirtyMaterial);
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m_Image.isGeometryUpdated = false;
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m_dirtyMaterial = false;
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var Texture = new Texture2D(Width * 2, Height * 2);
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m_Image.sprite = Sprite.Create(Texture, new Rect(0, 0, Width / 2, Height / 2), Vector2.zero);
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yield return new WaitUntil(() => m_Image.isGeometryUpdated);
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// validate that layout change rebuil is called
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Assert.IsTrue(m_dirtyMaterial);
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}
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[TearDown]
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public void TearDown()
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{
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GameObject.DestroyImmediate(m_CanvasGO);
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GameObject.DestroyImmediate(m_defaultTexture);
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}
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}
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