SelectableTests.cs 16 KB

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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 SettingParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
  113. {
  114. var canvasGroup = CreateAndParentGroupTo("CanvasGroup", selectable.gameObject);
  115. Assert.IsTrue(selectable.IsInteractable());
  116. canvasGroup.interactable = false;
  117. // actual call happens on the native side, cause by interactable = false
  118. selectable.InvokeOnCanvasGroupChanged();
  119. Assert.IsFalse(selectable.IsInteractable());
  120. }
  121. [Test]
  122. public void SettingParentParentCanvasGroupNotInteractableShouldMakeSelectableNotInteractable()
  123. {
  124. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  125. var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  126. Assert.IsTrue(selectable.IsInteractable());
  127. canvasGroup2.interactable = false;
  128. // actual call happens on the native side, cause by interactable = false
  129. selectable.InvokeOnCanvasGroupChanged();
  130. Assert.IsFalse(selectable.IsInteractable());
  131. }
  132. [Test]
  133. public void SettingParentParentCanvasGroupInteractableShouldMakeSelectableInteractable()
  134. {
  135. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  136. CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  137. Assert.IsTrue(selectable.IsInteractable());
  138. // actual call happens on the native side, cause by interactable
  139. selectable.InvokeOnCanvasGroupChanged();
  140. Assert.IsTrue(selectable.IsInteractable());
  141. }
  142. [Test]
  143. public void SettingParentParentCanvasGroupNotInteractableShouldNotMakeSelectableNotInteractableIfIgnoreParentGroups()
  144. {
  145. var canvasGroup1 = CreateAndParentGroupTo("CanvasGroup1", selectable.gameObject);
  146. canvasGroup1.ignoreParentGroups = true;
  147. var canvasGroup2 = CreateAndParentGroupTo("CanvasGroup2", canvasGroup1.gameObject);
  148. Assert.IsTrue(selectable.IsInteractable());
  149. canvasGroup2.interactable = false;
  150. // actual call happens on the native side, cause by interactable = false
  151. selectable.InvokeOnCanvasGroupChanged();
  152. Assert.IsTrue(selectable.IsInteractable());
  153. }
  154. [Test]// regression test 861736
  155. public void PointerEnterThenSetNotInteractableThenExitThenSetInteractableShouldSetStateToDefault()
  156. {
  157. Assert.True(selectable.isStateNormal);
  158. selectable.InvokeOnPointerEnter(null);
  159. Assert.True(selectable.isStateHighlighted);
  160. selectable.interactable = false;
  161. selectable.InvokeOnPointerExit(null);
  162. selectable.interactable = true;
  163. Assert.False(selectable.isStateHighlighted);
  164. Assert.True(selectable.isStateNormal);
  165. }
  166. [Test]// regression test 861736
  167. public void PointerEnterThenSetNotInteractableThenSetInteractableShouldStayHighlighted()
  168. {
  169. Assert.True(selectable.isStateNormal);
  170. selectable.InvokeOnPointerEnter(null);
  171. Assert.True(selectable.isStateHighlighted);
  172. selectable.interactable = false;
  173. selectable.interactable = true;
  174. Assert.True(selectable.isStateHighlighted);
  175. }
  176. #endregion
  177. #region Tweening
  178. [UnityTest]
  179. public IEnumerator SettingNotInteractableShouldTweenToDisabledColor()
  180. {
  181. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  182. selectable.InvokeOnEnable();
  183. canvasRenderer.SetColor(selectable.colors.normalColor);
  184. selectable.interactable = false;
  185. yield return new WaitForSeconds(1);
  186. Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
  187. selectable.interactable = true;
  188. yield return new WaitForSeconds(1);
  189. Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
  190. }
  191. [UnityTest][Ignore("Fails")] // regression test 742140
  192. public IEnumerator SettingNotInteractableThenInteractableShouldNotTweenToDisabledColor()
  193. {
  194. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  195. selectable.enabled = false;
  196. selectable.enabled = true;
  197. canvasRenderer.SetColor(selectable.colors.normalColor);
  198. selectable.interactable = false;
  199. selectable.interactable = true;
  200. Color c = canvasRenderer.GetColor();
  201. for (int i = 0; i < 30; i++)
  202. {
  203. yield return null;
  204. Color c2 = canvasRenderer.GetColor();
  205. Assert.AreNotEqual(c2, c);
  206. }
  207. Assert.AreEqual(selectable.colors.normalColor, canvasRenderer.GetColor());
  208. }
  209. [UnityTest]
  210. public IEnumerator SettingInteractableToFalseTrueFalseShouldTweenToDisabledColor()
  211. {
  212. var canvasRenderer = selectable.gameObject.GetComponent<CanvasRenderer>();
  213. selectable.InvokeOnEnable();
  214. canvasRenderer.SetColor(selectable.colors.normalColor);
  215. selectable.interactable = false;
  216. selectable.interactable = true;
  217. selectable.interactable = false;
  218. yield return new WaitForSeconds(1);
  219. Assert.AreEqual(selectable.colors.disabledColor, canvasRenderer.GetColor());
  220. }
  221. #if PACKAGE_ANIMATION
  222. [Test]
  223. public void TriggerAnimationWithNoAnimator()
  224. {
  225. Assert.Null(selectable.animator);
  226. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  227. }
  228. [Test]
  229. public void TriggerAnimationWithDisabledAnimator()
  230. {
  231. var an = selectable.gameObject.AddComponent<Animator>();
  232. an.enabled = false;
  233. Assert.NotNull(selectable.animator);
  234. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  235. }
  236. [Test]
  237. public void TriggerAnimationAnimatorWithNoRuntimeController()
  238. {
  239. var an = selectable.gameObject.AddComponent<Animator>();
  240. an.runtimeAnimatorController = null;
  241. Assert.NotNull(selectable.animator);
  242. Assert.DoesNotThrow(() => selectable.InvokeTriggerAnimation("asdasd"));
  243. }
  244. #endif
  245. #endregion
  246. #region Selection state and pointer
  247. [Test]
  248. public void SelectShouldSetSelectedObject()
  249. {
  250. Assert.Null(EventSystem.current.currentSelectedGameObject);
  251. selectable.Select();
  252. Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
  253. }
  254. [Test]
  255. public void SelectWhenAlreadySelectingShouldNotSetSelectedObject()
  256. {
  257. Assert.Null(EventSystem.current.currentSelectedGameObject);
  258. var fieldInfo = typeof(EventSystem).GetField("m_SelectionGuard", BindingFlags.NonPublic | BindingFlags.Instance);
  259. fieldInfo
  260. .SetValue(EventSystem.current, true);
  261. selectable.Select();
  262. Assert.Null(EventSystem.current.currentSelectedGameObject);
  263. }
  264. [Test]
  265. public void PointerEnterShouldHighlight()
  266. {
  267. Assert.True(selectable.isStateNormal);
  268. selectable.InvokeOnPointerEnter(null);
  269. Assert.True(selectable.isStateHighlighted);
  270. }
  271. [Test]
  272. public void PointerEnterAndRightClickShouldHighlightNotPress()
  273. {
  274. Assert.True(selectable.isStateNormal);
  275. selectable.InvokeOnPointerEnter(null);
  276. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current)
  277. {
  278. button = PointerEventData.InputButton.Right
  279. });
  280. Assert.True(selectable.isStateHighlighted);
  281. }
  282. [Test]
  283. public void PointerEnterAndRightClickShouldPress()
  284. {
  285. Assert.True(selectable.isStateNormal);
  286. selectable.InvokeOnPointerEnter(null);
  287. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  288. Assert.True(selectable.isStatePressed);
  289. }
  290. [Test]
  291. public void PointerEnterLeftClickExitShouldPress()
  292. {
  293. Assert.True(selectable.isStateNormal);
  294. selectable.InvokeOnPointerEnter(null);
  295. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  296. selectable.InvokeOnPointerExit(null);
  297. Assert.True(selectable.isStatePressed);
  298. }
  299. [Test]
  300. public void PointerEnterLeftClickExitReleaseShouldSelect()
  301. {
  302. Assert.True(selectable.isStateNormal);
  303. selectable.InvokeOnPointerEnter(null);
  304. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  305. selectable.InvokeOnPointerExit(null);
  306. selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current));
  307. Assert.True(selectable.isStateSelected);
  308. }
  309. [Test]
  310. public void PointerDownShouldSetSelectedObject()
  311. {
  312. Assert.Null(EventSystem.current.currentSelectedGameObject);
  313. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current));
  314. Assert.AreEqual(selectable.gameObject, EventSystem.current.currentSelectedGameObject);
  315. }
  316. [Test]
  317. public void PointerLeftDownRightDownRightUpShouldNotChangeState()
  318. {
  319. Assert.True(selectable.isStateNormal);
  320. selectable.InvokeOnPointerEnter(null);
  321. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Left });
  322. selectable.InvokeOnPointerDown(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
  323. selectable.InvokeOnPointerUp(new PointerEventData(EventSystem.current) { button = PointerEventData.InputButton.Right });
  324. Assert.True(selectable.isStatePressed);
  325. }
  326. [Test, Ignore("No disabled state assigned ? Investigate")]
  327. public void SettingNotInteractableShouldDisable()
  328. {
  329. Assert.True(selectable.isStateNormal);
  330. selectable.interactable = false;
  331. selectable.InvokeOnCanvasGroupChanged();
  332. Assert.True(selectable.isStateDisabled);
  333. }
  334. #endregion
  335. #region No event system
  336. [Test] // regression test 787563
  337. public void SettingInteractableWithNoEventSystemShouldNotCrash()
  338. {
  339. EventSystem.current.enabled = false;
  340. selectable.interactable = false;
  341. }
  342. [Test] // regression test 787563
  343. public void OnPointerDownWithNoEventSystemShouldNotCrash()
  344. {
  345. EventSystem.current.enabled = false;
  346. selectable.OnPointerDown(new PointerEventData(EventSystem.current) {button = PointerEventData.InputButton.Left});
  347. }
  348. [Test] // regression test 787563
  349. public void SelectWithNoEventSystemShouldNotCrash()
  350. {
  351. EventSystem.current.enabled = false;
  352. selectable.Select();
  353. }
  354. #endregion
  355. }
  356. }