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| 1 | +use bevy::prelude::*; |
| 2 | +use bevy_internal::asset::AssetPlugin; |
| 3 | +use bevy_internal::core_pipeline::CorePipelinePlugin; |
| 4 | +use bevy_internal::input::InputPlugin; |
| 5 | +use bevy_internal::render::options::WgpuOptions; |
| 6 | +use bevy_internal::render::RenderPlugin; |
| 7 | +use bevy_internal::sprite::SpritePlugin; |
| 8 | +use bevy_internal::text::TextPlugin; |
| 9 | +use bevy_internal::ui::UiPlugin; |
| 10 | +use bevy_internal::window::{WindowId, WindowPlugin}; |
| 11 | + |
| 12 | +const WINDOW_WIDTH: u32 = 200; |
| 13 | +const WINDOW_HEIGHT: u32 = 100; |
| 14 | + |
| 15 | +struct HeadlessUiPlugin; |
| 16 | + |
| 17 | +impl Plugin for HeadlessUiPlugin { |
| 18 | + fn build(&self, app: &mut App) { |
| 19 | + // These tests are meant to be ran on systems without gpu, or display. |
| 20 | + // To make this work, we tell bevy not to look for any rendering backends. |
| 21 | + app.insert_resource(WgpuOptions { |
| 22 | + backends: None, |
| 23 | + ..Default::default() |
| 24 | + }) |
| 25 | + // To test the positioning of UI elements, |
| 26 | + // we first need a window to position these elements in. |
| 27 | + .insert_resource({ |
| 28 | + let mut windows = Windows::default(); |
| 29 | + windows.add(Window::new( |
| 30 | + // At the moment, all ui elements are placed in the primary window. |
| 31 | + WindowId::primary(), |
| 32 | + &WindowDescriptor::default(), |
| 33 | + WINDOW_WIDTH, |
| 34 | + WINDOW_HEIGHT, |
| 35 | + 1.0, |
| 36 | + None, |
| 37 | + // Because this test is running without a real window, we pass `None` here. |
| 38 | + None, |
| 39 | + )); |
| 40 | + windows |
| 41 | + }) |
| 42 | + .add_plugins(MinimalPlugins) |
| 43 | + .add_plugin(TransformPlugin) |
| 44 | + .add_plugin(WindowPlugin::default()) |
| 45 | + .add_plugin(InputPlugin) |
| 46 | + .add_plugin(AssetPlugin) |
| 47 | + .add_plugin(RenderPlugin) |
| 48 | + .add_plugin(CorePipelinePlugin) |
| 49 | + .add_plugin(SpritePlugin) |
| 50 | + .add_plugin(TextPlugin) |
| 51 | + .add_plugin(UiPlugin); |
| 52 | + } |
| 53 | +} |
| 54 | + |
| 55 | +#[test] |
| 56 | +fn test_button_translation() { |
| 57 | + let mut app = App::new(); |
| 58 | + app.add_plugin(HeadlessUiPlugin) |
| 59 | + .add_startup_system(setup_button_test); |
| 60 | + |
| 61 | + // First call to `update` also runs the startup systems. |
| 62 | + app.update(); |
| 63 | + |
| 64 | + let mut query = app.world.query_filtered::<Entity, With<Button>>(); |
| 65 | + let button = *query.iter(&app.world).collect::<Vec<_>>().first().unwrap(); |
| 66 | + |
| 67 | + // The button's translation got updated because the UI system had a window to place it in. |
| 68 | + // If we hadn't added a window, the button's translation would at this point be all zero's. |
| 69 | + let button_transform = app.world.entity(button).get::<Transform>().unwrap(); |
| 70 | + assert_eq!( |
| 71 | + button_transform.translation.x.floor() as u32, |
| 72 | + WINDOW_WIDTH / 2 |
| 73 | + ); |
| 74 | + assert_eq!( |
| 75 | + button_transform.translation.y.floor() as u32, |
| 76 | + WINDOW_HEIGHT / 2 |
| 77 | + ); |
| 78 | +} |
| 79 | + |
| 80 | +fn setup_button_test(mut commands: Commands) { |
| 81 | + commands.spawn_bundle(UiCameraBundle::default()); |
| 82 | + commands.spawn_bundle(ButtonBundle { |
| 83 | + style: Style { |
| 84 | + size: Size::new(Val::Px(150.0), Val::Px(65.0)), |
| 85 | + // Center this button in the middle of the window. |
| 86 | + margin: Rect::all(Val::Auto), |
| 87 | + ..Default::default() |
| 88 | + }, |
| 89 | + ..Default::default() |
| 90 | + }); |
| 91 | +} |
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