An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Core;
using UnityEditor;
using UnityEngine;
using Event = UnityEngine.Event;
namespace UnityTest
{
public class GroupLine : UnitTestRendererLine
{
public static List<string> FoldMarkers;
protected static GUIContent s_GUIExpandAll = new GUIContent("Expand all");
protected static GUIContent s_GUICollapseAll = new GUIContent("Collapse all");
private readonly List<UnitTestRendererLine> m_Children = new List<UnitTestRendererLine>();
public GroupLine(TestSuite suite)
: base(suite)
{
if (suite is NamespaceSuite) m_RenderedName = m_FullName;
}
private bool Folded
{
get { return FoldMarkers.Contains(m_FullName); }
set
{
if (value)
FoldMarkers.Add(m_FullName);
else
FoldMarkers.RemoveAll(s => s == m_FullName);
}
}
public void AddChildren(UnitTestRendererLine[] children)
{
m_Children.AddRange(children);
}
protected internal override void Render(int indend, RenderingOptions options)
{
if (!AnyVisibleChildren(options)) return;
base.Render(indend, options);
if (!Folded)
foreach (var child in m_Children)
child.Render(indend + 1, options);
}
private bool AnyVisibleChildren(RenderingOptions options)
{
return m_Children.Any(l => l.IsVisible(options));
}
protected internal override bool IsVisible(RenderingOptions options)
{
return AnyVisibleChildren(options);
}
protected override void DrawLine(bool isSelected, RenderingOptions options)
{
var resultIcon = GetResult().HasValue ? GuiHelper.GetIconForResult(GetResult().Value) : Icons.UnknownImg;
var guiContent = new GUIContent(m_RenderedName, resultIcon, m_FullName);
var rect = GUILayoutUtility.GetRect(guiContent, Styles.foldout, GUILayout.MaxHeight(16));
OnLeftMouseButtonClick(rect);
OnContextClick(rect);
EditorGUI.BeginChangeCheck();
var expanded = !EditorGUI.Foldout(rect, !Folded, guiContent, false, isSelected ? Styles.selectedFoldout : Styles.foldout);
if (EditorGUI.EndChangeCheck()) Folded = expanded;
}
protected internal override TestResultState ? GetResult()
{
TestResultState? tempResult = null;
foreach (var child in m_Children)
{
var childResultState = child.GetResult();
if (childResultState == TestResultState.Failure || childResultState == TestResultState.Error)
{
tempResult = TestResultState.Failure;
break;
}
if (childResultState == TestResultState.Success)
tempResult = TestResultState.Success;
else if (childResultState == TestResultState.Ignored)
tempResult = TestResultState.Ignored;
}
if (tempResult.HasValue) return tempResult.Value;
return null;
}
private void OnLeftMouseButtonClick(Rect rect)
{
if (rect.Contains(Event.current.mousePosition) && Event.current.type == EventType.mouseDown && Event.current.button == 0)
{
OnSelect();
}
}
private void OnContextClick(Rect rect)
{
if (rect.Contains(Event.current.mousePosition) && Event.current.type == EventType.ContextClick)
{
PrintGroupContextMenu();
}
}
private void PrintGroupContextMenu()
{
var multilineSelection = SelectedLines.Count() > 1;
var m = new GenericMenu();
if (multilineSelection)
{
m.AddItem(s_GUIRunSelected,
false,
data => RunTests(SelectedLines.Select(line => line.m_Test.TestName).ToArray()),
"");
}
if (!string.IsNullOrEmpty(m_FullName))
{
m.AddItem(s_GUIRun,
false,
data => RunTests(new[] { m_Test.TestName }),
"");
}
if (!multilineSelection)
{
m.AddSeparator("");
m.AddItem(Folded ? s_GUIExpandAll : s_GUICollapseAll,
false,
data => ExpandOrCollapseAll(Folded),
"");
}
m.ShowAsContext();
}
private void ExpandOrCollapseAll(bool expand)
{
Folded = !expand;
foreach (var child in m_Children)
{
if (child is GroupLine) (child as GroupLine).ExpandOrCollapseAll(expand);
}
}
}
}