playtest-unity/playtest/Library/PackageCache/com.unity.test-framework@1..../UnityEditor.TestRunner/TestSettings/TestSettings.cs

200 lines
8.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
namespace UnityEditor.TestTools.TestRunner
{
internal class TestSettings : ITestSettings
{
private readonly TestSetting[] m_Settings =
{
new TestSetting<ScriptingImplementation?>(
settings => settings.scriptingBackend,
() => PlayerSettings.GetScriptingBackend(EditorUserBuildSettings.activeBuildTargetGroup),
implementation => PlayerSettings.SetScriptingBackend(EditorUserBuildSettings.activeBuildTargetGroup, implementation.Value)),
new TestSetting<string>(
settings => settings.Architecture,
() => EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android ? PlayerSettings.Android.targetArchitectures.ToString() : null,
architecture =>
{
if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android)
{
if (!string.IsNullOrEmpty(architecture))
{
var targetArchitectures = (AndroidArchitecture)Enum.Parse(typeof(AndroidArchitecture), architecture, true);
PlayerSettings.Android.targetArchitectures = targetArchitectures;
}
}
}),
new TestSetting<ApiCompatibilityLevel?>(
settings => settings.apiProfile,
() => PlayerSettings.GetApiCompatibilityLevel(EditorUserBuildSettings.activeBuildTargetGroup),
implementation =>
{
if (Enum.IsDefined(typeof(ApiCompatibilityLevel), implementation.Value))
{
PlayerSettings.SetApiCompatibilityLevel(EditorUserBuildSettings.activeBuildTargetGroup,
implementation.Value);
}
}),
new TestSetting<bool?>(
settings => settings.appleEnableAutomaticSigning,
() => PlayerSettings.iOS.appleEnableAutomaticSigning,
enableAutomaticSigning =>
{
if (enableAutomaticSigning != null)
PlayerSettings.iOS.appleEnableAutomaticSigning = enableAutomaticSigning.Value;
}),
new TestSetting<string>(
settings => settings.appleDeveloperTeamID,
() => PlayerSettings.iOS.appleDeveloperTeamID,
developerTeam =>
{
if (developerTeam != null)
PlayerSettings.iOS.appleDeveloperTeamID = developerTeam;
}),
new TestSetting<ProvisioningProfileType?>(
settings => settings.iOSManualProvisioningProfileType,
() => PlayerSettings.iOS.iOSManualProvisioningProfileType,
profileType =>
{
if (profileType != null)
PlayerSettings.iOS.iOSManualProvisioningProfileType = profileType.Value;
}),
new TestSetting<string>(
settings => settings.iOSManualProvisioningProfileID,
() => PlayerSettings.iOS.iOSManualProvisioningProfileID,
provisioningUUID =>
{
if (provisioningUUID != null)
PlayerSettings.iOS.iOSManualProvisioningProfileID = provisioningUUID;
}),
new TestSetting<ProvisioningProfileType?>(
settings => settings.tvOSManualProvisioningProfileType,
() => PlayerSettings.iOS.tvOSManualProvisioningProfileType,
profileType =>
{
if (profileType != null)
PlayerSettings.iOS.tvOSManualProvisioningProfileType = profileType.Value;
}),
new TestSetting<string>(
settings => settings.tvOSManualProvisioningProfileID,
() => PlayerSettings.iOS.tvOSManualProvisioningProfileID,
provisioningUUID =>
{
if (provisioningUUID != null)
PlayerSettings.iOS.tvOSManualProvisioningProfileID = provisioningUUID;
}),
new TestSetting<bool>(
settings => settings.autoGraphicsAPIs,
() => PlayerSettings.GetUseDefaultGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget),
autoGraphicsAPIs =>
{
PlayerSettings.SetUseDefaultGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget, autoGraphicsAPIs);
}),
new TestSetting<string[]>(
settings => settings.playerGraphicsAPIs,
() => PlayerSettings.GetGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget).Select(api => api.ToString()).ToArray(),
playerGraphicsAPIs =>
{
if (playerGraphicsAPIs != null && playerGraphicsAPIs.Length > 0)
{
var graphicsAPIs = new List<GraphicsDeviceType>();
foreach (var graphicsAPI in playerGraphicsAPIs)
{
if (GraphicsDeviceType.TryParse(graphicsAPI, true, out GraphicsDeviceType playerGraphicsAPI))
graphicsAPIs.Add(playerGraphicsAPI);
}
if (graphicsAPIs.Count > 0)
PlayerSettings.SetGraphicsAPIs(EditorUserBuildSettings.activeBuildTarget, graphicsAPIs.ToArray());
}
}),
new TestSetting<bool?>(
settings => settings.androidBuildAppBundle,
() => EditorUserBuildSettings.buildAppBundle,
androidAppBundle =>
{
EditorUserBuildSettings.buildAppBundle = androidAppBundle.Value;
PlayerSettings.Android.useAPKExpansionFiles = androidAppBundle.Value;
})
};
private bool m_Disposed;
public ScriptingImplementation? scriptingBackend { get; set; }
public string Architecture { get; set; }
public ApiCompatibilityLevel? apiProfile { get; set; }
public bool? appleEnableAutomaticSigning { get; set; }
public string appleDeveloperTeamID { get; set; }
public ProvisioningProfileType? iOSManualProvisioningProfileType { get; set; }
public string iOSManualProvisioningProfileID { get; set; }
public ProvisioningProfileType? tvOSManualProvisioningProfileType { get; set; }
public string tvOSManualProvisioningProfileID { get; set; }
public string[] playerGraphicsAPIs { get; set; }
public bool autoGraphicsAPIs { get; set; }
public bool? androidBuildAppBundle { get; set; }
public void Dispose()
{
if (!m_Disposed)
{
foreach (var testSetting in m_Settings)
{
testSetting.Cleanup();
}
m_Disposed = true;
}
}
public void SetupProjectParameters()
{
foreach (var testSetting in m_Settings)
{
testSetting.Setup(this);
}
}
private abstract class TestSetting
{
public abstract void Setup(TestSettings settings);
public abstract void Cleanup();
}
private class TestSetting<T> : TestSetting
{
private T m_ValueBeforeSetup;
private Func<TestSettings, T> m_GetFromSettings;
private Func<T> m_GetCurrentValue;
private Action<T> m_SetValue;
public TestSetting(Func<TestSettings, T> getFromSettings, Func<T> getCurrentValue, Action<T> setValue)
{
m_GetFromSettings = getFromSettings;
m_GetCurrentValue = getCurrentValue;
m_SetValue = setValue;
}
public override void Setup(TestSettings settings)
{
m_ValueBeforeSetup = m_GetCurrentValue();
var newValue = m_GetFromSettings(settings);
if (newValue != null)
{
m_SetValue(newValue);
}
}
public override void Cleanup()
{
m_SetValue(m_ValueBeforeSetup);
}
}
}
}