/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include namespace EMotionFX { TEST_F(SystemComponentFixture, SelectionListDanglingActorTest) { CommandSystem::SelectionList selectionList; Actor* actor = aznew Actor("TestActor"); selectionList.AddActor(actor); EXPECT_EQ(selectionList.GetNumSelectedActors(), 1) << "Actor should be in selection list."; delete actor; EXPECT_EQ(selectionList.GetNumSelectedActors(), 0) << "Actor destruction should have automatially removed the actor from the selection list."; } TEST_F(SystemComponentFixture, SelectionListDanglingJointTest) { CommandSystem::SelectionList selectionList; Actor* actor = aznew Actor("TestActor"); Node* joint = Node::Create("TestJoint", actor->GetSkeleton()); actor->AddNode(joint); selectionList.AddNode(joint); EXPECT_EQ(selectionList.GetNumSelectedNodes(), 1) << "Joint should be in selection list."; delete actor; EXPECT_EQ(selectionList.GetNumSelectedNodes(), 0) << "Actor destruction should have automatially removed all corresponding joint from the selection list."; } } // end namespace EMotionFX