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aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Mvc;
namespace TestLayerAspNetCore.Controllers
{
[Route("api/[controller]")]
public class ValuesController : Controller
{
// GET api/values
[HttpGet]
public IEnumerable<string> Get()
{
return new string[] { "value1", "value2" };
}
// GET api/values/5
[HttpGet("{id}")]
public string Get(int id)
{
return "value";
}
// POST api/values
[HttpPost]
public void Post([FromBody]string value)
{
}
// PUT api/values/5
[HttpPut("{id}")]
public void Put(int id, [FromBody]string value)
{
}
// DELETE api/values/5
[HttpDelete("{id}")]
public void Delete(int id)
{
}
}
}
| 45 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Amazon.Lambda.Core;
// Assembly attribute to enable the Lambda function's JSON input to be converted into a .NET class.
[assembly: LambdaSerializer(typeof(Amazon.Lambda.Serialization.Json.JsonSerializer))]
namespace TestLayerExample
{
public class Function
{
/// <summary>
/// A simple function that takes a string and does a ToUpper
/// </summary>
/// <param name="input"></param>
/// <param name="context"></param>
/// <returns></returns>
public string FunctionHandler(string input, ILambdaContext context)
{
return new Amazon.S3.Model.ListBucketsRequest().ToString();
}
}
}
| 28 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Threading.Tasks;
using Amazon.Lambda.Core;
using Amazon.Lambda.APIGatewayEvents;
// Assembly attribute to enable the Lambda function's JSON input to be converted into a .NET class.
[assembly: LambdaSerializer(typeof(Amazon.Lambda.Serialization.Json.JsonSerializer))]
namespace TestLayerServerless
{
public class Functions
{
public string ToUpper(string evnt, ILambdaContext context)
{
return evnt.ToUpper();
}
}
}
| 23 |
aws-extensions-for-dotnet-cli | aws | C# | using Amazon.Lambda.Core;
using Amazon.Lambda.RuntimeSupport;
using Amazon.Lambda.Serialization.SystemTextJson;
namespace NativeAotTest;
public class Function
{
/// <summary>
/// The main entry point for the custom runtime.
/// </summary>
/// <param name="args"></param>
private static async Task Main(string[] args)
{
Func<string, ILambdaContext, string> handler = FunctionHandler;
await LambdaBootstrapBuilder.Create(handler, new DefaultLambdaJsonSerializer())
.Build()
.RunAsync();
}
/// <summary>
/// A simple function that takes a string and does a ToUpper
///
/// To use this handler to respond to an AWS event, reference the appropriate package from
/// https://github.com/aws/aws-lambda-dotnet#events
/// and change the string input parameter to the desired event type.
/// </summary>
/// <param name="input"></param>
/// <param name="context"></param>
/// <returns></returns>
public static string FunctionHandler(string input, ILambdaContext context)
{
var class1 = new Class1 { Name = $"MyTest: {input}" };
return class1.Name.ToUpper();
}
} | 36 |
aws-extensions-for-dotnet-cli | aws | C# | namespace NativeAotTest;
public class Class1
{
public string? Name;
}
| 7 |
aws-extensions-for-dotnet-cli | aws | C# | using Amazon.Lambda.Core;
using Amazon.Lambda.RuntimeSupport;
using Amazon.Lambda.Serialization.SystemTextJson;
namespace NativeAotTest;
public class Function
{
/// <summary>
/// The main entry point for the custom runtime.
/// </summary>
/// <param name="args"></param>
private static async Task Main(string[] args)
{
Func<string, ILambdaContext, string> handler = FunctionHandler;
await LambdaBootstrapBuilder.Create(handler, new DefaultLambdaJsonSerializer())
.Build()
.RunAsync();
}
/// <summary>
/// A simple function that takes a string and does a ToUpper
///
/// To use this handler to respond to an AWS event, reference the appropriate package from
/// https://github.com/aws/aws-lambda-dotnet#events
/// and change the string input parameter to the desired event type.
/// </summary>
/// <param name="input"></param>
/// <param name="context"></param>
/// <returns></returns>
public static string FunctionHandler(string input, ILambdaContext context)
{
return input.ToUpper();
}
} | 35 |
aws-extensions-for-dotnet-cli | aws | C# | using Amazon.Lambda.PowerShellHost;
namespace TestPowerShellParallelTest
{
public class Bootstrap : PowerShellFunctionHost
{
public Bootstrap() : base("TestPowerShellParallelTest.ps1")
{
}
}
}
| 12 |
aws-extensions-for-dotnet-cli | aws | C# | using System.IO;
using Amazon.Lambda.AspNetCoreServer;
using Microsoft.AspNetCore.Hosting;
namespace TestServerlessWebApp
{
public class LambdaFunction : APIGatewayProxyFunction
{
public const string BinaryContentType = "application/octet-stream";
protected override void Init(IWebHostBuilder builder)
{
builder
.UseLambdaServer()
.UseContentRoot(Directory.GetCurrentDirectory())
.UseStartup<Startup>();
}
}
}
| 21 |
aws-extensions-for-dotnet-cli | aws | C# | using Amazon.Lambda.Core;
using Microsoft.AspNetCore.Http;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
namespace TestServerlessWebApp
{
public class Middleware
{
private readonly RequestDelegate _next;
public Middleware(RequestDelegate next)
{
_next = next;
}
public async Task Invoke(HttpContext context)
{
LambdaLogger.Log("Middleware Invoked");
context.Response.OnStarting(x =>
{
var lambdaContext = context.Items["LambdaContext"] as ILambdaContext;
lambdaContext.Logger.LogLine("OnStarting Called");
return Task.FromResult(0);
}, context);
await _next(context);
}
}
}
| 35 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Hosting;
using Microsoft.Extensions.Hosting;
namespace TestServerlessWebApp
{
public class Program
{
public static void Main(string[] args)
{
CreateHostBuilder(args).Build().Run();
}
public static IHostBuilder CreateHostBuilder(string[] args) =>
Host.CreateDefaultBuilder(args)
.ConfigureWebHostDefaults(webBuilder =>
{
webBuilder.UseStartup<Startup>();
});
}
}
| 24 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Builder;
using Microsoft.AspNetCore.Hosting;
using Microsoft.Extensions.Configuration;
using Microsoft.Extensions.DependencyInjection;
using Microsoft.Extensions.Logging;
using Microsoft.OpenApi.Models;
using Swashbuckle.AspNetCore.Swagger;
namespace TestServerlessWebApp
{
public class Startup
{
public Startup(IConfiguration configuration)
{
Configuration = configuration;
}
public IConfiguration Configuration { get; }
// This method gets called by the runtime. Use this method to add services to the container
public void ConfigureServices(IServiceCollection services)
{
services.AddSwaggerGen(c =>
{
c.SwaggerDoc("v1", new OpenApiInfo() { Title = "My API", Version = "v1" });
});
services.AddAuthorization(options =>
{
options.AddPolicy("YouAreSpecial", policy => policy.RequireClaim("you_are_special"));
});
services.AddControllers();
}
// This method gets called by the runtime. Use this method to configure the HTTP request pipeline
public void Configure(IApplicationBuilder app)
{
app.UseSwagger();
app.UseMiddleware<Middleware>();
app.UseRouting();
}
}
}
| 51 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc;
// For more information on enabling Web API for empty projects, visit https://go.microsoft.com/fwlink/?LinkID=397860
namespace TestServerlessWebApp.Controllers
{
[Route("api/[controller]")]
public class AuthTestController : Controller
{
// GET: api/<controller>
[HttpGet]
[Authorize(Policy = "YouAreSpecial")]
public string Get()
{
return "You Have Access";
}
}
}
| 24 |
aws-extensions-for-dotnet-cli | aws | C# | using System.IO;
using Microsoft.AspNetCore.Mvc;
namespace TestServerlessWebApp.Controllers
{
[Route("api/binary")]
public class BinaryContentController : Controller
{
[HttpGet]
public IActionResult Get([FromQuery] string firstName, [FromQuery] string lastName)
{
var bytes = new byte[byte.MaxValue];
for (int i = 0; i < bytes.Length; i++)
bytes[i] = (byte)i;
return base.File(bytes, LambdaFunction.BinaryContentType);
}
}
} | 20 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Mvc;
namespace TestServerlessWebApp.Controllers
{
[Route("api/[controller]")]
public class BodyTestsController : Controller
{
[HttpPut]
public string PutBody([FromBody] Person body)
{
return $"{body.LastName}, {body.FirstName}";
}
public class Person
{
public string FirstName { get; set; }
public string LastName { get; set; }
}
}
}
| 26 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.IO;
using System.Reflection;
using Microsoft.AspNetCore.Mvc;
namespace TestServerlessWebApp.Controllers
{
[Route("api/[controller]")]
public class ErrorTestsController
{
[HttpGet]
public string Get([FromQuery]string id)
{
if (id == "typeload-test")
{
var fnfEx = new FileNotFoundException("Couldn't find file", "System.String.dll");
throw new ReflectionTypeLoadException(new[] { typeof(String) }, new[] { fnfEx });
}
var ex = new Exception("Unit test exception, for test conditions.");
if (id == "aggregate-test")
{
throw new AggregateException(ex);
}
else
{
throw ex;
}
}
}
}
| 32 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Mvc;
namespace TestServerlessWebApp.Controllers
{
[Route("api/[controller]")]
public class QueryStringController : Controller
{
[HttpGet]
public string Get([FromQuery] string firstName, [FromQuery] string lastName)
{
return $"{firstName}, {lastName}";
}
}
}
| 20 |
aws-extensions-for-dotnet-cli | aws | C# | using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Microsoft.AspNetCore.Mvc;
namespace TestServerlessWebApp.Controllers
{
[Route("api/[controller]")]
public class ResourcePathController : Controller
{
// GET api/values
[HttpGet]
public IEnumerable<string> Get()
{
return new string[] { "value1", "value2" };
}
// GET api/values/5
[HttpGet("{id}")]
public string Get(string id)
{
return "value=" + id;
}
}
}
| 27 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Runtime.UnitTests;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class FeatureTypeConverterTests : GameKitTestBase
{
[Test]
public void GetEditorData_AllFeatures_HaveEditorData()
{
// This test ensures every FeatureType has a FeatureTypeEditorData.
// FeatureType.GetEditorData() is private, so we test through a proxy of GetDescription() instead.
foreach (FeatureType feature in Enum.GetValues(typeof(FeatureType)))
{
Assert.DoesNotThrow(() => feature.GetDescription());
}
}
[Test]
[TestCase(FeatureType.Main, "Main", "main")]
[TestCase(FeatureType.Identity, "Identity & Authentication", "identity")]
[TestCase(FeatureType.Authentication, "Authentication", "authentication")]
[TestCase(FeatureType.Achievements, "Achievements", "achievements")]
[TestCase(FeatureType.GameStateCloudSaving, "Game State Cloud Saving", "gamesaving")]
[TestCase(FeatureType.UserGameplayData, "User Gameplay Data", "usergamedata")]
public void GetUIStringAndToApiString_AllFeatures_ContainCorrectValues(FeatureType feature, string expectedUIString, string expectedApiString)
{
Assert.AreEqual(feature.GetDisplayName(), expectedUIString);
Assert.AreEqual(feature.GetApiString(), expectedApiString);
}
[Test]
public void GetDocumentationUrlAndToResourcesUIString_AllFeatures_ContainNonEmptyValues()
{
// Since the urls and resources may change over time, we want only want to ensure they are not empty
foreach (FeatureType feature in Enum.GetValues(typeof(FeatureType)))
{
Assert.True(feature.GetDocumentationUrl().Length > 0);
Assert.True(feature.GetResourcesUIString().Length > 0);
}
}
[Test]
public void GetDescription_WithEndingPeriod_ContainsSingleEndingPeriod()
{
foreach (FeatureType feature in Enum.GetValues(typeof(FeatureType)))
{
// act
string description = feature.GetDescription(withEndingPeriod: true);
// assert
Assert.IsTrue(description.EndsWith("."));
Assert.IsTrue(!description.EndsWith(".."));
}
}
[Test]
public void GetDescription_DefaultNoEndingPeriod_ContainsNoEndingPeriod()
{
foreach (FeatureType feature in Enum.GetValues(typeof(FeatureType)))
{
// act
string description = feature.GetDescription(); // default is no ending period
// assert
Assert.IsTrue(!description.EndsWith("."));
}
}
[Test]
public void GetDashboardUrl_UserGameplayData_ContainsCorrectValue()
{
// This test ensures the dashboard URLs are formatted correctly.
// It tests User Gameplay Data because it is a feature name that has spaces in it.
// arrange
FeatureType featureType = FeatureType.UserGameplayData;
string gameName = "testgame";
string environmentCode = "dev";
string region = "us-west-2";
string expectedUrl = "https://console.aws.amazon.com/cloudwatch/home?region=us-west-2#dashboards:name=GameKit-testgame-dev-us-west-2-UserGameplayData";
// act
string actualUrl = featureType.GetDashboardUrl(gameName, environmentCode, region);
// assert
Assert.AreEqual(expectedUrl, actualUrl);
}
}
}
| 104 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// GameKit
using AWS.GameKit.Editor.GUILayoutExtensions;
using AWS.GameKit.Editor.Windows.Settings;
using AWS.GameKit.Runtime.UnitTests;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class PageTests : GameKitTestBase
{
/// <summary>
/// This page does NOT have any tabs. Therefore it does not override the method <see cref="Page.SelectTab"/>.
/// </summary>
private class PageWithoutTabs : Page
{
public override string DisplayName => nameof(PageWithoutTabs);
protected override void DrawContent()
{
// do nothing
}
}
/// <summary>
/// This page DOES have tabs. Therefore it overrides the method <see cref="Page.SelectTab"/>.
/// </summary>
private class PageWithTabs : Page
{
public override string DisplayName => nameof(PageWithoutTabs);
public override void SelectTab(string tabName)
{
// do nothing
// all tab names are valid
// Note: We are not calling base.SelectTab(), as we are instructed not to call it by the base method's documentation.
}
protected override void DrawContent()
{
// do nothing
}
}
private class DummyDrawable : IDrawable
{
public void OnGUI()
{
// do nothing
}
}
public void SelectTab_WhenSubclassDoesNotOverride_LogsError()
{
// arrange
Page pageWithoutTabs = new PageWithoutTabs();
string tabName = "DoesNotExist";
string expectedErrorMessage = $"There is no tab named \"{tabName}\" on the page \"{nameof(PageWithoutTabs)}\". The page does not have any tabs.";
// act
pageWithoutTabs.SelectTab(tabName);
// assert
Assert.AreEqual(1, Log.Count);
Assert.AreEqual(expectedErrorMessage, Log[0]);
}
public void SelectTab_WhenSubclassOverridesAndTabNameIsValid_DoesNotLogError()
{
// arrange
Page pageWithTabs = new PageWithTabs();
// act
pageWithTabs.SelectTab("ValidTabName");
// assert
Assert.AreEqual(0, Log.Count);
}
}
}
| 86 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.IO;
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Common;
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Core;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.UnitTests;
using AWS.GameKit.Runtime.Utils;
// Third Party
using Moq;
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class FeatureResourceManagerTests : GameKitTestBase
{
const string PLUGIN_BASE_DIR = "/AWS_GameKit_Tests/Test Resources";
const string TEST_RESOURCES_FOLDER = "Test Resources";
const string TEST_RESOURCES_DIR = "../AwsGameTechGameKitUnityPackage/Assets/AWS_GameKit_Tests/" + TEST_RESOURCES_FOLDER + "/";
const string SAVE_INFO_DIR = TEST_RESOURCES_DIR + "Editor/CloudResources/InstanceFiles/test_game/";
const string SAVE_INFO_FILE_PATH = SAVE_INFO_DIR + "saveInfo.yml";
const string GAME_NAME = "test_game";
const string ENV = "tst";
const string ENV_VALUE = "tst";
const string ACCOUNT_ID = "test account id";
const string REGION = "test_region";
const string ACCESS_KEY = "test access key";
const string ACCESS_SECRET = "test access secret";
const string TEST_KEY = "test key";
const string TEST_VALUE = "test value";
private class GameKitTestPaths : GameKitPaths
{
public override string ASSETS_FULL_PATH => Application.dataPath + PLUGIN_BASE_DIR;
public override string ASSETS_RELATIVE_PATH => Application.dataPath + PLUGIN_BASE_DIR;
}
AccountDetails accountDetails = new AccountDetails()
{
GameName = GAME_NAME,
Environment = ENV,
AccountId = ACCOUNT_ID,
Region = REGION,
AccessKey = ACCESS_KEY,
AccessSecret = ACCESS_SECRET
};
Threader _threader;
FeatureResourceManager _target;
Mock<ICoreWrapperProvider> _coreWrapperMock;
[SetUp]
public void SetUp()
{
// generate the saveInfo.yml file
CreateSaveInfoFile();
// mocks
_coreWrapperMock = new Mock<ICoreWrapperProvider>();
_coreWrapperMock.Setup(cw => cw.SettingsPopulateAndSave(GAME_NAME, ENV, REGION)).Returns(GameKitErrors.GAMEKIT_SUCCESS);
_coreWrapperMock.Setup(cw => cw.SettingsGetGameName()).Returns(GAME_NAME);
_coreWrapperMock.Setup(cw => cw.SettingsGetFeatureVariables(FeatureType.Main)).Returns(new Dictionary<string, string>());
_coreWrapperMock.Setup(cw => cw.SettingsSave()).Returns(GameKitErrors.GAMEKIT_SUCCESS);
_coreWrapperMock.Setup(cw => cw.SettingsAddCustomEnvironment(ENV, ENV_VALUE));
_coreWrapperMock.Setup(cw => cw.SettingsSetFeatureVariables(FeatureType.Main, new string[] { TEST_KEY }, new string[] { TEST_VALUE }, 1));
_coreWrapperMock.Setup(cw => cw.SettingsGetCustomEnvironments()).Returns(new Dictionary<string, string>() { { TEST_KEY, TEST_VALUE } });
// target
_threader = new Threader();
_target = new FeatureResourceManager(_coreWrapperMock.Object, new GameKitTestPaths(), _threader);
_target.SetAccountDetails(accountDetails);
}
[TearDown]
public void TearDown()
{
// clean up saveInfo.yml file
DeleteSaveInfoFile();
}
[Test]
public void SettingsSaveSettings_StandardCase_CallsSuccessfully()
{
// act
uint result = _target.SaveSettings();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsPopulateAndSave(GAME_NAME, ENV, REGION), Times.Once);
Assert.AreEqual(GameKitErrors.GAMEKIT_SUCCESS, result);
Assert.IsTrue(Log.Count == 0);
}
[Test]
public void SettingsSaveSettings_NonSuccessResult_LogsError()
{
// arrange
_coreWrapperMock.Setup(cw => cw.SettingsPopulateAndSave(GAME_NAME, ENV, REGION)).Returns(GameKitErrors.GAMEKIT_ERROR_GENERAL);
// act
uint result = _target.SaveSettings();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsPopulateAndSave(GAME_NAME, ENV, REGION), Times.Once);
Assert.AreNotEqual(GameKitErrors.GAMEKIT_SUCCESS, result);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual($"Error: FeatureResourceManager.SaveSettings() Failed to save : { GameKitErrors.ToString(GameKitErrors.GAMEKIT_ERROR_GENERAL) }", Log[0]);
}
[Test]
public void SettingsGetGameName_LocalGameNameExists_ReturnsLocal()
{
// act
string result = _target.GetGameName();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetGameName(), Times.Never);
Assert.AreEqual(GAME_NAME, result);
}
[Test]
public void SettingsGetGameName_LocalGameNameEmpty_CallsDll()
{
// arrange
_target.SetGameName(string.Empty);
// act
string result = _target.GetGameName();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetGameName(), Times.Once);
Assert.AreEqual(GAME_NAME, result);
}
[Test]
public void GetSettingsEnvironments_SaveInfoNotFound_ReturnsEmptyMap()
{
// arrange
_target.SetGameName(string.Empty);
// act
Dictionary<string, string> result = _target.GetCustomEnvironments();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetCustomEnvironments(), Times.Never);
Assert.IsTrue(result.Count == 0);
}
[Test]
public void GetSettingsEnvironments_SaveInfoExists_CallsDll()
{
// act
Dictionary<string, string> result = _target.GetCustomEnvironments();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetCustomEnvironments(), Times.Once);
Assert.IsTrue(result.Count == 1);
Assert.AreEqual(TEST_VALUE, result[TEST_KEY]);
}
[Test]
public void SetFeatureVariable_WhenLocalMethodCalledMultipleTime_DllCalledOnlyOnce()
{
// act
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
// wait for each threaded item to be executed
_threader.WaitForThreadedWork_TestOnly();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsSetFeatureVariables(FeatureType.Main, new string[] { TEST_KEY }, new string[] { TEST_VALUE }, 1), Times.Exactly(3));
_coreWrapperMock.Verify(cw => cw.SettingsSave(), Times.Once);
}
[Test]
public void SetFeatureVariableIfUnset_WhenLocalMethodCalledMultipleTime_DllCalledOnlyOnce()
{
// act
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_target.SetFeatureVariable(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
// wait for each threaded item to be executed
_threader.WaitForThreadedWork_TestOnly();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsSetFeatureVariables(FeatureType.Main, new string[] { TEST_KEY }, new string[] { TEST_VALUE }, 1), Times.Exactly(3));
_coreWrapperMock.Verify(cw => cw.SettingsSave(), Times.Once);
}
[Test]
public void SetFeatureVariableIfUnset_WhenTheValueDoesNotExist_DllIsCalled()
{
// act
_target.SetFeatureVariableIfUnset(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_threader.WaitForThreadedWork_TestOnly();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetFeatureVariables(FeatureType.Main), Times.Once);
_coreWrapperMock.Verify(cw => cw.SettingsSave(), Times.Once);
}
[Test]
public void SetFeatureVariableIfUnset_WhenTheValueDoesExist_DllIsNotCalled()
{
// arrange
_coreWrapperMock.Setup(cw => cw.SettingsGetFeatureVariables(FeatureType.Main)).Returns(new Dictionary<string, string>() { { TEST_KEY, TEST_VALUE } });
// act
_target.SetFeatureVariableIfUnset(FeatureType.Main, TEST_KEY, TEST_VALUE, () => { });
_threader.WaitForThreadedWork_TestOnly();
// assert
_coreWrapperMock.Verify(cw => cw.SettingsGetFeatureVariables(FeatureType.Main), Times.Once);
_coreWrapperMock.Verify(cw => cw.SettingsSave(), Times.Never);
}
[Test]
public void SetFeatureVariables_StandardCase_CallsSuccessfully()
{
// act
_target.SetFeatureVariables(new []{ Tuple.Create(FeatureType.Main, TEST_KEY, TEST_VALUE) } , () => { });
// assert
_coreWrapperMock.Verify(cw => cw.SettingsSetFeatureVariables(FeatureType.Main, new string[] { TEST_KEY }, new string[] { TEST_VALUE }, 1), Times.Once);
_coreWrapperMock.Verify(cw => cw.SettingsSave(), Times.Once);
}
private void CreateSaveInfoFile()
{
string contents =
"#\n" +
"# DO NOT MANUALLY EDIT\n" +
"#\n" +
"# Autogenerated by AWS GameKit\n" +
"#\n" +
"game:\n" +
$" name: { GAME_NAME }\n" +
$" short_name: { GAME_NAME }\n" +
"lastUsedEnvironment:\n" +
$" code: { ENV }\n" +
$"lastUsedRegion: { REGION }\n" +
"gamekitPluginVersion: 1.1\n";
Directory.CreateDirectory(SAVE_INFO_DIR);
File.WriteAllText(SAVE_INFO_FILE_PATH, contents);
}
private void DeleteSaveInfoFile()
{
if (Directory.Exists(TEST_RESOURCES_DIR))
{
Directory.Delete(TEST_RESOURCES_DIR, true);
}
if (File.Exists(TEST_RESOURCES_FOLDER + ".meta"))
{
File.Delete(TEST_RESOURCES_FOLDER + ".meta");
}
}
}
}
| 283 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.GUILayoutExtensions;
using AWS.GameKit.Runtime.UnitTests;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class TabWidgetTests : GameKitTestBase
{
private class DummyDrawable : IDrawable
{
public void OnGUI()
{
// do nothing
}
}
[Test]
public void Initialize_WhenTabsArrayIsEmpty_ThrowsArgumentException()
{
// arrange
TabWidget tabWidget = new TabWidget();
Tab[] emptyTabArray = new Tab[] { };
// act / assert
Assert.Throws<ArgumentException>(() =>
{
tabWidget.Initialize(emptyTabArray, GUI.ToolbarButtonSize.Fixed);
}
);
}
[Test]
public void Initialize_WhenTabsArrayNonEmpty_Succeeds()
{
// arrange
TabWidget tabWidget = new TabWidget();
Tab[] nonEmptyTabArray = new Tab[]
{
new Tab("dummyTab", new DummyDrawable())
};
// act / assert
Assert.DoesNotThrow(() =>
{
tabWidget.Initialize(nonEmptyTabArray, GUI.ToolbarButtonSize.Fixed);
}
);
}
[Test]
public void SelectTab_WhenTabNameDoesNotExist_LogsError()
{
// arrange
string existingTabName = "dummyTab";
string nonExistentTabName = "nonExistentTabName";
TabWidget tabWidget = new TabWidget();
Tab[] nonEmptyTabArray = new Tab[]
{
new Tab("dummyTab", new DummyDrawable())
};
tabWidget.Initialize(nonEmptyTabArray, GUI.ToolbarButtonSize.Fixed);
string expectedErrorMessage = $"There is no tab named \"{nonExistentTabName}\". Valid tab names are: \"{existingTabName}\". The selected tab will remain \"{existingTabName}\".";
// act
tabWidget.SelectTab(nonExistentTabName);
// assert
Assert.AreEqual(1, Log.Count);
Assert.AreEqual(expectedErrorMessage, Log[0]);
}
[Test]
public void SelectTab_WhenTabNameExists_DoesNotLogError()
{
// arrange
TabWidget tabWidget = new TabWidget();
Tab[] nonEmptyTabArray = new Tab[]
{
new Tab("dummyTab", new DummyDrawable())
};
tabWidget.Initialize(nonEmptyTabArray, GUI.ToolbarButtonSize.Fixed);
// act
tabWidget.SelectTab("dummyTab");
// assert
Assert.AreEqual(0, Log.Count);
}
}
}
| 105 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Runtime.UnitTests;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public abstract class FeatureSettingTests<T> : GameKitTestBase
{
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(T expectedDefaultValue)
{
// act
FeatureSetting<T> featureSetting = CreateFeatureSetting("myVariableName", expectedDefaultValue);
// assert
Assert.AreEqual(expectedDefaultValue, featureSetting.DefaultValue);
Assert.AreEqual(featureSetting.DefaultValue, featureSetting.CurrentValue);
Assert.AreEqual(featureSetting.DefaultValueString, featureSetting.CurrentValueString);
}
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void Constructor_WhenArgumentsAreNull_ThrowsException(string variableName, T defaultValue)
{
// act / assert
Assert.Throws<ArgumentNullException>(
() => CreateFeatureSetting(variableName, defaultValue));
}
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(string newValueString, T expectedCurrentValue)
{
// arrange
FeatureSetting<T> featureSetting = CreateDefaultFeatureSetting();
// act
featureSetting.SetCurrentValueFromString(newValueString);
// assert
Assert.AreEqual(expectedCurrentValue, featureSetting.CurrentValue);
}
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(string newValueString, Type exceptionType)
{
// arrange
FeatureSetting<T> featureSetting = CreateDefaultFeatureSetting();
// act / assert
Assert.Throws(exceptionType,
() => featureSetting.SetCurrentValueFromString(newValueString));
}
[Test]
public void SetCurrentValueFromString_WhenStringIsNull_ThrowsException()
{
// arrange
FeatureSetting<T> featureSetting = CreateDefaultFeatureSetting();
string nullString = null;
// act / assert
Assert.Throws<ArgumentNullException>(
() => featureSetting.SetCurrentValueFromString(nullString));
}
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(T defaultValue, string expectedDefaultValueString)
{
// This tests the protected method "ValueToString()"
// arrange
FeatureSetting<T> featureSetting = CreateFeatureSetting("myVariableName", defaultValue);
// act / assert
Assert.AreEqual(expectedDefaultValueString, featureSetting.DefaultValueString);
Assert.AreEqual(expectedDefaultValueString, featureSetting.CurrentValueString);
}
[Test]
// Do not add [TestCase()] to this base class method.
// All test cases should be added to child classes.
public virtual void CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(T defaultValue, T newValue, string expectedCurrentValueString)
{
// arrange
FeatureSetting<T> featureSetting = CreateFeatureSetting("myVariableName", defaultValue);
// act
featureSetting.CurrentValue = newValue;
// assert
Assert.AreEqual(expectedCurrentValueString, featureSetting.CurrentValueString);
}
protected abstract FeatureSetting<T> CreateFeatureSetting(string variableName, T defaultValue);
protected abstract FeatureSetting<T> CreateDefaultFeatureSetting();
}
}
| 116 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Models.FeatureSettings;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class FeatureSettingBoolTests : FeatureSettingTests<bool>
{
[Test]
[TestCase(true)]
[TestCase(false)]
public override void Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(bool expectedDefaultValue)
{
// Pass parameters to base test:
base.Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(expectedDefaultValue);
}
[Test]
[TestCase(null, true)]
// Note: we can't test for "defaultValue: null" because a null boolean gets automatically converted to "false".
public override void Constructor_WhenArgumentsAreNull_ThrowsException(string variableName, bool defaultValue)
{
base.Constructor_WhenArgumentsAreNull_ThrowsException(variableName, defaultValue);
}
[Test]
// These strings are in the format that is written to disk by this AWS GameKit Unity package:
[TestCase("true", true)]
[TestCase("false", false)]
// These other strings are in formats that might be written by a user who is modifying the saveInfo.yml file by hand (not recommended!)
[TestCase("true ", true)]
[TestCase(" true", true)]
[TestCase("True", true)]
[TestCase("TRUE", true)]
[TestCase("False", false)]
[TestCase("FALSE", false)]
public override void SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(string newValueString, bool expectedCurrentValue)
{
base.SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(newValueString, expectedCurrentValue);
}
[Test]
// Incorrectly formatted string:
[TestCase("not_a_boolean", typeof(FormatException))]
[TestCase("tr ue", typeof(FormatException))]
// Numbers that might be used as boolean:
[TestCase("1", typeof(FormatException))]
[TestCase("0", typeof(FormatException))]
// Null
[TestCase(null, typeof(ArgumentNullException))]
[TestCase("null", typeof(FormatException))]
[TestCase("Null", typeof(FormatException))]
[TestCase("NULL", typeof(FormatException))]
// Whitespace
[TestCase("", typeof(FormatException))]
[TestCase(" ", typeof(FormatException))]
public override void SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(string newValueString, Type exceptionType)
{
base.SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(newValueString, exceptionType);
}
[Test]
[TestCase(true, "true")]
[TestCase(false, "false")]
public override void DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(bool defaultValue, string expectedDefaultValueString)
{
base.DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(defaultValue, expectedDefaultValueString);
}
[Test]
// New value different than default:
[TestCase(true, false, "false")]
[TestCase(false, true, "true")]
// New value same as default:
[TestCase(true, true, "true")]
[TestCase(false, false, "false")]
public override void CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(bool defaultValue, bool newValue, string expectedCurrentValueString)
{
base.CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(defaultValue, newValue, expectedCurrentValueString);
}
protected override FeatureSetting<bool> CreateFeatureSetting(string variableName, bool defaultValue)
{
return new FeatureSettingBool(variableName, defaultValue);
}
protected override FeatureSetting<bool> CreateDefaultFeatureSetting()
{
return new FeatureSettingBool("myVariableName", defaultValue: false);
}
}
} | 101 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Models.FeatureSettings;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class FeatureSettingFloatTests : FeatureSettingTests<float>
{
/// <summary>
/// This string will cause an <c>OverflowException</c> when parsed to a <c>float</c>.<br/>
/// This number is equal to <c>float.MaxValue</c> with one additional zero added.
/// </summary>
private const string OVERFLOWED_FLOAT_VALUE = "3402823470000000000000000000000000000000";
[Test]
[TestCase(-1.1f)]
[TestCase(0.0f)]
[TestCase(1.1f)]
public override void Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(float expectedDefaultValue)
{
// Pass parameters to base test:
base.Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(expectedDefaultValue);
}
[Test]
[TestCase(null, 1f)]
// Note: we can't test for "defaultValue: null" because a null float gets automatically converted to "0f".
public override void Constructor_WhenArgumentsAreNull_ThrowsException(string variableName, float defaultValue)
{
base.Constructor_WhenArgumentsAreNull_ThrowsException(variableName, defaultValue);
}
[Test]
// These strings are in the format that is written to disk by this AWS GameKit Unity package:
[TestCase("0", 0f)]
[TestCase("1", 1f)]
[TestCase("1.1", 1.1f)]
[TestCase("-1", -1f)]
[TestCase("-1.1", -1.1f)]
// These other strings are in formats that might be written by a user who is modifying the saveInfo.yml file by hand (not recommended!)
[TestCase(" 0", 0f)]
[TestCase("0 ", 0f)]
[TestCase("0.0", 0f)]
[TestCase("0.0000", 0f)]
[TestCase("1.0", 1f)]
[TestCase("-1.0", -1f)]
public override void SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(string newValueString, float expectedCurrentValue)
{
base.SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(newValueString, expectedCurrentValue);
}
// [Test]
// Incorrectly formatted numbers:
[TestCase("not_a_float", typeof(FormatException))]
[TestCase("1. 0", typeof(FormatException))]
[TestCase("1f", typeof(FormatException))]
[TestCase("1F", typeof(FormatException))]
[TestCase("1.0f", typeof(FormatException))]
// Overflow
[TestCase(OVERFLOWED_FLOAT_VALUE, typeof(OverflowException))]
// Null
[TestCase(null, typeof(ArgumentNullException))]
[TestCase("null", typeof(FormatException))]
[TestCase("Null", typeof(FormatException))]
[TestCase("NULL", typeof(FormatException))]
// Whitespace
[TestCase("", typeof(FormatException))]
[TestCase(" ", typeof(FormatException))]
public override void SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(string newValueString, Type exceptionType)
{
base.SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(newValueString, exceptionType);
}
[Test]
[TestCase(0f, "0")]
[TestCase(1f, "1")]
[TestCase(1.1f, "1.1")]
[TestCase(-1f, "-1")]
[TestCase(-1.1f, "-1.1")]
public override void DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(float defaultValue, string expectedDefaultValueString)
{
base.DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(defaultValue, expectedDefaultValueString);
}
[Test]
// New value different than default:
[TestCase(0f, 1f, "1")]
// New value same as default:
[TestCase(0f, 0f, "0")]
public override void CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(float defaultValue, float newValue, string expectedCurrentValueString)
{
base.CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(defaultValue, newValue, expectedCurrentValueString);
}
protected override FeatureSetting<float> CreateFeatureSetting(string variableName, float defaultValue)
{
return new FeatureSettingFloat(variableName, defaultValue);
}
protected override FeatureSetting<float> CreateDefaultFeatureSetting()
{
return CreateFeatureSetting("myVariableName", defaultValue: 0f);
}
}
} | 114 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Models.FeatureSettings;
// Third Party
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
namespace AWS.GameKit.Editor.UnitTests
{
public class FeatureSettingIntTests : FeatureSettingTests<int>
{
[Test]
[TestCase(-1)]
[TestCase(0)]
[TestCase(1)]
public override void Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(int expectedDefaultValue)
{
// Pass parameters to base test:
base.Constructor_WhenArgumentsAreNonNull_SetsCurrentValueToDefaultValue(expectedDefaultValue);
}
[Test]
[TestCase(null, 1)]
// Note: we can't test for "defaultValue: null" because a null int gets automatically converted to "0".
public override void Constructor_WhenArgumentsAreNull_ThrowsException(string variableName, int defaultValue)
{
base.Constructor_WhenArgumentsAreNull_ThrowsException(variableName, defaultValue);
}
[Test]
// These strings are in the format that is written to disk by this AWS GameKit Unity package:
[TestCase("0", 0)]
[TestCase("1", 1)]
[TestCase("-1", -1)]
// These other strings are in formats that might be written by a user who is modifying the saveInfo.yml file by hand (not recommended!)
[TestCase(" 0", 0)]
[TestCase("0 ", 0)]
public override void SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(string newValueString, int expectedCurrentValue)
{
base.SetCurrentValueFromString_WhenStringHasValidFormat_SuccessfullySetsCurrentValue(newValueString, expectedCurrentValue);
}
// [Test]
// Incorrectly formatted numbers:
[TestCase("not_an_int", typeof(FormatException))]
[TestCase("1 0", typeof(FormatException))]
[TestCase("1,000", typeof(FormatException))]
// Overflow
[TestCase("2147483648", typeof(OverflowException))]
// Null
[TestCase(null, typeof(ArgumentNullException))]
[TestCase("null", typeof(FormatException))]
[TestCase("Null", typeof(FormatException))]
[TestCase("NULL", typeof(FormatException))]
// Whitespace
[TestCase("", typeof(FormatException))]
[TestCase(" ", typeof(FormatException))]
public override void SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(string newValueString, Type exceptionType)
{
base.SetCurrentValueFromString_WhenStringHasInvalidFormat_ThrowsException(newValueString, exceptionType);
}
[Test]
[TestCase(0, "0")]
[TestCase(1, "1")]
[TestCase(-1, "-1")]
public override void DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(int defaultValue, string expectedDefaultValueString)
{
base.DefaultAndCurrentValueString_AfterConstructor_AreCorrectlyFormatted(defaultValue, expectedDefaultValueString);
}
[Test]
// New value different than default:
[TestCase(0, 1, "1")]
// New value same as default:
[TestCase(0, 0, "0")]
public override void CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(int defaultValue, int newValue, string expectedCurrentValueString)
{
base.CurrentValuePropertySetter_WhenCalled_CurrentValueStringIsCorrectlyFormatted(defaultValue, newValue, expectedCurrentValueString);
}
protected override FeatureSetting<int> CreateFeatureSetting(string variableName, int defaultValue)
{
return new FeatureSettingInt(variableName, defaultValue);
}
protected override FeatureSetting<int> CreateDefaultFeatureSetting()
{
return CreateFeatureSetting("myVariableName", defaultValue: 0);
}
}
} | 100 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.UnitTests;
using AWS.GameKit.Editor.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class EditorWindowHelperTests : GameKitTestBase
{
[Test]
public void GetInspectorWindowType_Always_ReturnsNonNull()
{
// act
Type inspectorWindowType = EditorWindowHelper.GetInspectorWindowType();
// assert
Assert.IsNotNull(inspectorWindowType, "Expected the InspectorWindow's Type to be non-null, but it was null. " +
"Please see the warning logged from GetInspectorWindowType() for details on how to fix this failure.");
}
}
}
| 30 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.Collections.Generic;
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class LazyLoadedTextureForCurrentResolutionTests
{
const int TEST_WIDTH = 900;
const int TEST_WIDTH_2K = 1900;
const int TEST_WIDTH_4K = 3900;
const int TEST_WIDTH_8K = 7900;
const int TEST_HEIGHT = 500;
const string TEST_PATH = "test_path";
const string TEST_PATH_2K = "test_path-2k";
const string TEST_PATH_4K = "test_path-4k";
const string TEST_PATH_8K = "test_path-8k";
[Test]
public void Get_WhenAt8KResolutionAndNoTexturesFound_AttemptsToLoadEachTextureStartingWithTheRequested()
{
// arrange
Resolution res = new Resolution
{
width = TEST_WIDTH_8K,
height = TEST_HEIGHT
};
List<string> pathsOUT = new List<string>();
LazyLoadedResourceForCurrentResolution<Texture> target = new LazyLoadedResourceForCurrentResolution<Texture>(TEST_PATH, res, (pathIN) =>
{
pathsOUT.Add(pathIN);
return null;
});
// act
target.Get();
// assert
Assert.AreEqual(4, pathsOUT.Count);
Assert.AreEqual(TEST_PATH_8K, pathsOUT[0]);
Assert.AreEqual(TEST_PATH_4K, pathsOUT[1]);
Assert.AreEqual(TEST_PATH_2K, pathsOUT[2]);
Assert.AreEqual(TEST_PATH, pathsOUT[3]);
}
[Test]
public void Get_WhenAt4KResolutionAndNoTexturesFound_AttemptsToLoadEachTextureStartingWithTheRequested()
{
// arrange
Resolution res = new Resolution
{
width = TEST_WIDTH_4K,
height = TEST_HEIGHT
};
List<string> pathsOUT = new List<string>();
LazyLoadedResourceForCurrentResolution<Texture> target = new LazyLoadedResourceForCurrentResolution<Texture>(TEST_PATH, res, (pathIN) =>
{
pathsOUT.Add(pathIN);
return null;
});
// act
target.Get();
// assert
Assert.AreEqual(3, pathsOUT.Count);
Assert.AreEqual(TEST_PATH_4K, pathsOUT[0]);
Assert.AreEqual(TEST_PATH_2K, pathsOUT[1]);
Assert.AreEqual(TEST_PATH, pathsOUT[2]);
}
[Test]
public void Get_WhenAt2KResolutionAndNoTexturesFound_AttemptsToLoadEachTextureStartingWithTheRequested()
{
// arrange
Resolution res = new Resolution
{
width = TEST_WIDTH_2K,
height = TEST_HEIGHT
};
List<string> pathsOUT = new List<string>();
LazyLoadedResourceForCurrentResolution<Texture> target = new LazyLoadedResourceForCurrentResolution<Texture>(TEST_PATH, res, (pathIN) =>
{
pathsOUT.Add(pathIN);
return null;
});
// act
target.Get();
// assert
Assert.AreEqual(2, pathsOUT.Count);
Assert.AreEqual(TEST_PATH_2K, pathsOUT[0]);
Assert.AreEqual(TEST_PATH, pathsOUT[1]);
}
[Test]
public void Get_WhenAt1KResolutionAndNoTexturesFound_AttemptsToLoadOnlyThe1KTexture()
{
// arrange
Resolution res = new Resolution
{
width = TEST_WIDTH,
height = TEST_HEIGHT
};
List<string> pathsOUT = new List<string>();
LazyLoadedResourceForCurrentResolution<Texture> target = new LazyLoadedResourceForCurrentResolution<Texture>(TEST_PATH, res, (pathIN) =>
{
pathsOUT.Add(pathIN);
return null;
});
// act
target.Get();
// assert
Assert.AreEqual(1, pathsOUT.Count);
Assert.AreEqual(TEST_PATH, pathsOUT[0]);
}
[Test]
public void Get_WhenAt8KResolution_ReturnsOnceTextureFound()
{
// arrange
Resolution res = new Resolution
{
width = TEST_WIDTH_8K,
height = TEST_HEIGHT
};
List<string> pathsOUT = new List<string>();
LazyLoadedResourceForCurrentResolution<Texture> target = new LazyLoadedResourceForCurrentResolution<Texture>(TEST_PATH, res, (pathIN) =>
{
pathsOUT.Add(pathIN);
return Resources.Load<Texture>("Textures/FeatureStatus-Success");
});
// act
target.Get();
// assert
Assert.AreEqual(1, pathsOUT.Count);
Assert.AreEqual(TEST_PATH_8K, pathsOUT[0]);
}
}
}
| 162 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.Collections.Generic;
// GameKit
using AWS.GameKit.Runtime.UnitTests;
using AWS.GameKit.Editor.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class StringHelperTests : GameKitTestBase
{
[Test]
public void RemoveWhitespace_WhenInputHasWhitespace_RemovesAllWhitespace()
{
// arrange
string input = " \t\n this \t\n is \t\n a \t\n string \t\n ";
string expectedOutput = "thisisastring";
// act
string actualOutput = StringHelper.RemoveWhitespace(input);
// assert
Assert.AreEqual(expectedOutput, actualOutput);
}
[Test]
public void RemoveWhitespace_WhenInputHasNoWhitespace_ReturnsUnmodifiedString()
{
// arrange
string input = "StringWithNoWhitespace";
// act
string output = StringHelper.RemoveWhitespace(input);
// assert
Assert.AreEqual(input, output);
}
[Test]
public void MakeCommaSeparatedList_WhenInputListIsEmpty_ReturnsEmptyString()
{
// arrange
List<string> emptyInputList = new List<string>();
string expectedValue = string.Empty;
// act
string actualValue = StringHelper.MakeCommaSeparatedList(emptyInputList);
// assert
Assert.AreEqual(expectedValue, actualValue);
}
[Test]
public void MakeCommaSeparatedList_WhenInputListIsNonEmpty_ReturnsJoinedString()
{
// arrange
string first = "first";
string second = "second";
string third = "third";
List<string> nonEmptyInputList = new List<string>()
{
first, second, third
};
string expectedValue = $"\"{first}\", \"{second}\", \"{third}\"";
// act
string actualValue = StringHelper.MakeCommaSeparatedList(nonEmptyInputList);
// assert
Assert.AreEqual(expectedValue, actualValue);
}
[Test]
public void MakeCommaSeparatedList_WhenInputListContainsQuotes_ReturnValueProperlyEscapesTheQuotes()
{
// arrange
string withoutQuotes = "foo";
string withQuotes = "\"bar\"";
List<string> nonEmptyInputList = new List<string>()
{
withoutQuotes, withQuotes
};
string expectedValue = $"\"{withoutQuotes}\", \"{withQuotes}\"";
// act
string actualValue = StringHelper.MakeCommaSeparatedList(nonEmptyInputList);
// assert
Assert.AreEqual(expectedValue, actualValue);
}
}
} | 102 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKIt
using AWS.GameKit.Editor.Windows.Settings;
using AWS.GameKit.Runtime.UnitTests;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Editor.UnitTests
{
public class AllPagesTests : GameKitTestBase
{
[Test]
public void GetPage_EveryPageType_Exists()
{
// Arrange
AllPages allPages = new AllPages();
// Act/Assert
foreach (PageType pageType in Enum.GetValues(typeof(PageType)))
{
Assert.DoesNotThrow(() => allPages.GetPage(pageType));
}
}
}
} | 31 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Runtime.FeatureUtils;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
using Moq;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameKitFeatureBaseTests : GameKitTestBase
{
const string TEST_DESCRIPTION = "test description";
Func<string, string> _testSimpleFunction = (x) => string.Empty;
Func<string> _testSimpleWithNoDescriptionFunction = () => string.Empty;
Action<string> _testSimpleWithNoResultFunction = (x) => { };
Action _testSimpleWithNoDescriptionOrResultFunction = () => { };
Func<string, Action<string>, string> _testRecurringFunction = (x, y) => string.Empty;
Action<string> _testCallback = (x) => { };
Action _testNoResultCallback = () => { };
GameKitFeatureBaseTarget _target;
Mock<Threader> _threaderMock;
[SetUp]
public void SetUp()
{
_threaderMock = new Mock<Threader>();
_target = new GameKitFeatureBaseTarget();
_target.SetThreader(_threaderMock.Object);
}
[Test]
public void Awake_StandardCase_CallsSuccessfully()
{
// act
_target.OnInitialize();
// assert
_threaderMock.Verify(m => m.Awake(), Times.Once, "Expected Awake for threader to be called once");
Assert.IsTrue(_target.IsReady);
Assert.AreEqual(1, _target.InitializedCallCount, $"Expected Initialize called one time. Count = {_target.InitializedCallCount}");
}
[Test]
public void OnDestroy_StandardCase_CallsSuccessfully()
{
// act
_target.OnDispose();
// assert
Assert.IsFalse(_target.IsReady);
Assert.AreEqual(1, _target.DestroyCallCount, $"Expected Destroy called one time. Count = {_target.DestroyCallCount}");
Assert.AreEqual(1, _target.FeatureWrapper.ReleaseCallCount, $"Expected the feature wrapper's Release method called one time. Count = {_target.FeatureWrapper.ReleaseCallCount}");
}
[Test]
public void Update_WhenClassIsReady_CallsSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Update();
// assert
_threaderMock.Verify(m => m.Update(), Times.Once, "Expected Update for threader to be called once");
Assert.IsTrue(_target.IsReady);
Assert.AreEqual(1, _target.UpdateCallCount, $"Expected Update called one time. Count = {_target.UpdateCallCount}");
}
[Test]
public void Update_WhenClassIsNotReady_IsNotCalled()
{
// act
_target.Update();
// assert
_threaderMock.Verify(m => m.Update(), Times.Never, "Expected Update for threader never called");
Assert.IsFalse(_target.IsReady);
Assert.AreEqual(0, _target.UpdateCallCount, $"Expected Update called zero times. Count = {_target.UpdateCallCount}");
}
[Test]
public void CallSimple_WhenClassIsReady_CalledSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Call(_testSimpleFunction, TEST_DESCRIPTION, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleFunction, TEST_DESCRIPTION, _testCallback), Times.Once, "Expected one Threader Call");
Assert.IsTrue(_target.IsReady);
}
[Test]
public void CallSimple_WhenClassIsNotReady_IsNotCalled()
{
// arrange
string errorMessage = $"The Call method of the AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTarget feature, called in the CallSimple_WhenClassIsNotReady_IsNotCalled method " +
"of AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTests class, has not been initialized yet. Please make sure AWS.GameKit.Runtime.Core.GameKitManager is attached as a component and enabled.";
// act
_target.Call(_testSimpleFunction, TEST_DESCRIPTION, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleFunction, TEST_DESCRIPTION, _testCallback), Times.Never, "Expected no Threader Call");
Assert.IsFalse(_target.IsReady);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual(errorMessage, Log[0]);
}
[Test]
public void CallSimpleWithNoDescription_WhenClassIsReady_CalledSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Call(_testSimpleWithNoDescriptionFunction, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoDescriptionFunction, _testCallback), Times.Once, "Expected one Threader Call");
Assert.IsTrue(_target.IsReady);
}
[Test]
public void CallSimpleWithNoDescription_WhenClassIsNotReady_IsNotCalled()
{
// arrange
string errorMessage = $"The Call method of the AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTarget feature, called in the CallSimpleWithNoDescription_WhenClassIsNotReady_IsNotCalled method " +
"of AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTests class, has not been initialized yet. Please make sure AWS.GameKit.Runtime.Core.GameKitManager is attached as a component and enabled.";
// act
_target.Call(_testSimpleWithNoDescriptionFunction, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoDescriptionFunction, _testCallback), Times.Never, "Expected no Threader Call");
Assert.IsFalse(_target.IsReady);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual(errorMessage, Log[0]);
}
[Test]
public void CallSimpleWithNoResult_WhenClassIsReady_CalledSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Call(_testSimpleWithNoResultFunction, TEST_DESCRIPTION, _testNoResultCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoResultFunction, TEST_DESCRIPTION, _testNoResultCallback), Times.Once, "Expected one Threader Call");
Assert.IsTrue(_target.IsReady);
}
[Test]
public void CallSimpleWithNoResult_WhenClassIsNotReady_IsNotCalled()
{
// arrange
string errorMessage = $"The Call method of the AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTarget feature, called in the CallSimpleWithNoResult_WhenClassIsNotReady_IsNotCalled method " +
"of AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTests class, has not been initialized yet. Please make sure AWS.GameKit.Runtime.Core.GameKitManager is attached as a component and enabled.";
// act
_target.Call(_testSimpleWithNoResultFunction, TEST_DESCRIPTION, _testNoResultCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoResultFunction, TEST_DESCRIPTION, _testNoResultCallback), Times.Never, "Expected no Threader Call");
Assert.IsFalse(_target.IsReady);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual(errorMessage, Log[0]);
}
[Test]
public void CallSimpleWithNoDescriptionOrResult_WhenClassIsReady_CalledSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Call(_testSimpleWithNoDescriptionOrResultFunction, _testNoResultCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoDescriptionOrResultFunction, _testNoResultCallback), Times.Once, "Expected one Threader Call");
Assert.IsTrue(_target.IsReady);
}
[Test]
public void CallSimpleWithNoDescriptionOrResult_WhenClassIsNotReady_IsNotCalled()
{
// arrange
string errorMessage = $"The Call method of the AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTarget feature, called in the CallSimpleWithNoDescriptionOrResult_WhenClassIsNotReady_IsNotCalled method " +
"of AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTests class, has not been initialized yet. Please make sure AWS.GameKit.Runtime.Core.GameKitManager is attached as a component and enabled.";
// act
_target.Call(_testSimpleWithNoDescriptionOrResultFunction, _testNoResultCallback);
// assert
_threaderMock.Verify(m => m.Call(_testSimpleWithNoDescriptionOrResultFunction, _testNoResultCallback), Times.Never, "Expected no Threader Call");
Assert.IsFalse(_target.IsReady);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual(errorMessage, Log[0]);
}
[Test]
public void CallRecurring_WhenClassIsReady_CalledSuccessfully()
{
// arrange
_target.OnInitialize();
// act
_target.Call(_testRecurringFunction, TEST_DESCRIPTION, _testCallback, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testRecurringFunction, TEST_DESCRIPTION, _testCallback, _testCallback), Times.Once, "Expected one Threader Call");
Assert.IsTrue(_target.IsReady);
}
[Test]
public void CallRecurring_WhenClassIsNotReady_IsNotCalled()
{
// arrange
string errorMessage = $"The Call method of the AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTarget feature, called in the CallRecurring_WhenClassIsNotReady_IsNotCalled method " +
"of AWS.GameKit.Runtime.UnitTests.GameKitFeatureBaseTests class, has not been initialized yet. Please make sure AWS.GameKit.Runtime.Core.GameKitManager is attached as a component and enabled.";
// act
_target.Call(_testRecurringFunction, TEST_DESCRIPTION, _testCallback, _testCallback);
// assert
_threaderMock.Verify(m => m.Call(_testRecurringFunction, TEST_DESCRIPTION, _testCallback, _testCallback), Times.Never, "Expected no Threader Call");
Assert.IsFalse(_target.IsReady);
Assert.IsTrue(Log.Count == 1);
Assert.AreEqual(errorMessage, Log[0]);
}
}
public class GameKitFeatureBaseTarget : GameKitFeatureBase
{
public override FeatureType FeatureType => FeatureType.Main;
public class GameKitFeatureWrapperBaseStub : GameKitFeatureWrapperBase
{
public int ReleaseCallCount = 0;
public override void Release() => ++ReleaseCallCount;
protected override IntPtr Create(IntPtr sessionManager, FuncLoggingCallback logCb) => IntPtr.Zero;
protected override void Release(IntPtr instance) { }
}
public int InitializedCallCount = 0;
public int UpdateCallCount = 0;
public int DestroyCallCount = 0;
public GameKitFeatureWrapperBaseStub FeatureWrapper = new GameKitFeatureWrapperBaseStub();
public void SetThreader(Threader threader) => _threader = threader;
public new void Call<DESCRIPTION, RESULT>(Func<DESCRIPTION, RESULT> function, DESCRIPTION description, Action<RESULT> callback) => base.Call(function, description, callback);
public new void Call<RESULT>(Func<RESULT> function, Action<RESULT> callback) => base.Call(function, callback);
public new void Call<DESCRIPTION>(Action<DESCRIPTION> function, DESCRIPTION description, Action callback) => base.Call(function, description, callback);
public new void Call(Action function, Action callback) => base.Call(function, callback);
public new void Call<DESCRIPTION, RESULT, RETURN_RESULT>(
Func<DESCRIPTION, Action<RESULT>, RETURN_RESULT> function,
DESCRIPTION description,
Action<RESULT> callback,
Action<RETURN_RESULT> onCompleteCallback) => base.Call<DESCRIPTION, RESULT, RETURN_RESULT>(function, description, callback, onCompleteCallback);
protected override void InitializeFeature() => ++InitializedCallCount;
protected override void UpdateFeature() => ++UpdateCallCount;
protected override void DestroyFeature() => ++DestroyCallCount;
protected override GameKitFeatureWrapperBase GetFeatureWrapperBase() => FeatureWrapper;
}
}
| 299 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Runtime.InteropServices;
// GameKit
using AWS.GameKit.Runtime.FeatureUtils;
using AWS.GameKit.Runtime.Models;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameKitFeatureWrapperBaseTests : GameKitTestBase
{
GameKitFeatureWrapperBaseTarget _target;
[SetUp]
public void SetUp()
{
_target = new GameKitFeatureWrapperBaseTarget();
}
[Test]
public void GetInstance_StandardCase_ReturnsPointer()
{
// act
IntPtr valueReturned = _target.GetInstance();
// assert
Assert.AreEqual(1, _target.CreateCallCount, $"Expected that Create is called one time. Count = {_target.CreateCallCount}");
Assert.AreEqual(_target.TestIntPtr, valueReturned);
}
[Test]
public void GetInstance_WhenInstanceIsNotZero_CreateIsNotCalled()
{
// arrange
IntPtr valueReturnedFirstCall = _target.GetInstance();
// act
IntPtr valueReturnedSecondCall = _target.GetInstance();
// assert
Assert.AreEqual(1, _target.CreateCallCount, $"Expected that Create is called one time. Count = {_target.CreateCallCount}");
Assert.AreEqual(valueReturnedFirstCall, valueReturnedSecondCall);
Assert.AreEqual(_target.TestIntPtr, valueReturnedSecondCall);
}
[Test]
public void Release_StandardCase_CallsSuccessfully()
{
// arrange
_target.GetInstance();
// act
_target.Release();
// assert
Assert.AreEqual(1, _target.ReleaseCallCount, $"Expected that Release is called one time. Count = {_target.ReleaseCallCount}");
}
[Test]
public void Release_WhenInstanceIsNotZero_ReleaseIsNotCalled()
{
// act
_target.Release();
// assert
Assert.AreEqual(0, _target.ReleaseCallCount, $"Expected that Release is called zero times. Count = {_target.ReleaseCallCount}");
}
}
public class GameKitFeatureWrapperBaseTarget : GameKitFeatureWrapperBase
{
public int CreateCallCount = 0;
public int ReleaseCallCount = 0;
public IntPtr TestIntPtr => _testPtr;
private IntPtr _testPtr;
private GCHandle _handle;
public GameKitFeatureWrapperBaseTarget()
{
GCHandle _handle = GCHandle.Alloc(this);
_testPtr = (IntPtr)_handle;
}
~GameKitFeatureWrapperBaseTarget()
{
_handle.Free();
}
public new IntPtr GetInstance() => base.GetInstance();
protected override IntPtr Create(IntPtr sessionManager, FuncLoggingCallback logCb)
{
++CreateCallCount;
return _testPtr;
}
protected override void Release(IntPtr instance)
{
++ReleaseCallCount;
}
}
}
| 112 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.FeatureUtils;
// Third Party
using Moq;
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameKitManagerTests : GameKitTestBase
{
public Mock<SessionManager> _sessionManagerMock = new Mock<SessionManager>();
GameObject _gameObject;
GameKitManagerTarget _target;
[SetUp]
public void SetUp()
{
_sessionManagerMock.Setup(m => m.Release()).Verifiable();
_target = new GameKitManagerTarget(_sessionManagerMock.Object);
}
[TearDown]
public void TearDown()
{
_target.FeaturesClear();
}
[Test]
public void EnsureFeaturesAreInitialized_StandardCase_CallsFeaturesAwakeMethodOnce()
{
// arrange
Mock<GameKitFeatureBase> gameKitFeatureMock = new Mock<GameKitFeatureBase>();
_target.FeatureAdd(gameKitFeatureMock.Object);
// act
_target.EnsureFeaturesAreInitialized();
// assert
gameKitFeatureMock.Verify(m => m.OnInitialize(), Times.Once, "Expected Awake for feature to be called once");
Assert.AreEqual(1, _target.FeatureCount, $"Expected one feature in feature list, feature count = { _target.FeatureCount}");
}
[Test]
public void Dispose_StandardCase_CallsFeaturesOnDestroyMethod()
{
// arrange
Mock<GameKitFeatureBase> gameKitFeatureMock = new Mock<GameKitFeatureBase>();
_target.FeatureAdd(gameKitFeatureMock.Object);
// act
_target.Dispose();
// assert
gameKitFeatureMock.Verify(m => m.OnDispose(), Times.Once, "Expected OnDestroy for feature to be called once");
Assert.AreEqual(1, _target.FeatureCount, $"Expected one feature in feature list, feature count = {_target.FeatureCount}");
_sessionManagerMock.Verify(m => m.Release(), Times.Once);
}
[Test]
public void OnDestroy_WhenThereIsAnException_FeatureListIsKept()
{
// arrange
Mock<GameKitFeatureBase> gameKitFeatureMock = new Mock<GameKitFeatureBase>();
gameKitFeatureMock.Setup(m => m.OnDispose()).Throws<System.Exception>();
_target.FeatureAdd(gameKitFeatureMock.Object);
// act
Assert.Throws<System.Exception>(() => _target.Dispose());
// assert
gameKitFeatureMock.Verify(m => m.OnDispose(), Times.Once, "Expected OnDestroy for feature to be called once");
Assert.AreEqual(1, _target.FeatureCount, $"Expected one feature in feature list, feature count = {_target.FeatureCount}");
}
[Test]
public void Update_StandardCase_CallsFeaturesUpdateMethod()
{
// arrange
Mock<GameKitFeatureBase> gameKitFeatureMock = new Mock<GameKitFeatureBase>();
_target.FeatureAdd(gameKitFeatureMock.Object);
// act
_target.Update();
// assert
gameKitFeatureMock.Verify(m => m.Update(), Times.Once, "Expected Update for feature to be called once");
Assert.AreEqual(1, _target.FeatureCount, $"Expected one feature in feature list, feature count = {_target.FeatureCount}");
}
}
public class GameKitManagerTarget : GameKitManager
{
public GameKitManagerTarget(SessionManager sessionManager)
{
SetSessionManager(sessionManager);
}
public void FeaturesClear() => _features.Clear();
public void FeatureAdd(GameKitFeatureBase feature) => _features.Add(feature);
public new void Update() => base.Update();
protected override void AddFeatures()
{
/* add nothing */
}
}
}
| 121 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// GameKit
using AWS.GameKit.Runtime.Core;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class SessionManagerTests : GameKitTestBase
{
[Test]
public void DoesConfigFileExist_PartOfPathMissing_DoesNotRaiseException()
{
#if UNITY_EDITOR
// arrange
SessionManager sessionManager = SessionManager.Get();
// act / assert
Assert.DoesNotThrow(() =>
{
sessionManager.DoesConfigFileExist("nonExistentGameAlias", "dev");
});
#endif
}
[Test]
public void DoesConfigFileExist_PartOfPathMissing_DoesNotLogError()
{
#if UNITY_EDITOR
// arrange
SessionManager sessionManager = SessionManager.Get();
int expectedLogCount = 0;
// act
sessionManager.DoesConfigFileExist("nonExistentGameAlias", "dev");
// assert
Assert.AreEqual(expectedLogCount, Log.Count);
#endif
}
[Test]
public void DoesConfigFileExist_PartOfPathMissing_ReturnsFalse()
{
#if UNITY_EDITOR
// arrange
SessionManager sessionManager = SessionManager.Get();
// act
bool result = sessionManager.DoesConfigFileExist("nonExistentGameAlias", "dev");
// assert
Assert.False(result);
#endif
}
}
}
| 61 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Runtime.InteropServices;
// GameKit
using AWS.GameKit.Runtime.Features.GameKitGameSaving;
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameSavingWrapperTests : GameKitTestBase
{
const uint TEST_CALL_STATUS = 42;
Slot[] _testSlots;
[SetUp]
public void SetUp()
{
_testSlots = new Slot[]
{
new Slot()
{
SlotName = "slot name 0",
MetadataLocal = "meta data local 0",
MetadataCloud = "meta data cloud 0",
LastModifiedCloud = 1,
LastModifiedLocal = 2,
LastSync = 3,
SizeCloud = 4,
SizeLocal = 5,
SlotSyncStatus = 8
},
new Slot()
{
SlotName = "slot name 1",
MetadataLocal = "meta data local 1",
MetadataCloud = "meta data cloud 1",
LastModifiedCloud = 11,
LastModifiedLocal = 22,
LastSync = 33,
SizeCloud = 44,
SizeLocal = 55,
SlotSyncStatus = 16
},
new Slot()
{
SlotName = "slot name 2",
MetadataLocal = "meta data local 2",
MetadataCloud = "meta data cloud 2",
LastModifiedCloud = 111,
LastModifiedLocal = 222,
LastSync = 333,
SizeCloud = 444,
SizeLocal = 555,
SlotSyncStatus = 32
}
};
}
[Test]
public void GameSavingResponseCallback_StandardCase_CallsSuccessfully()
{
// arrange
SlotListResult result = new SlotListResult();
IntPtr pSlots = Marshaller.ArrayToIntPtr(_testSlots);
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameSavingWrapperTarget.GameSavingResponseCallback(dispatchReceiver, pSlots, (uint)_testSlots.Length, true, TEST_CALL_STATUS));
// assert
Assert.AreEqual(TEST_CALL_STATUS, result.ResultCode);
Assert.AreEqual(_testSlots.Length, result.CachedSlots.Length);
for (uint i = 0; i < _testSlots.Length; ++i)
{
AssertSlotsAreEqual(_testSlots[i], result.CachedSlots[i]);
}
// cleanup
Marshal.FreeHGlobal(pSlots);
}
[Test]
public void GameSavingSlotActionResponseCallback_StandardCase_CallsSuccessfully()
{
// arrange
SlotActionResult result = new SlotActionResult();
IntPtr pSlots = Marshaller.ArrayToIntPtr(_testSlots);
IntPtr activeSlotPtr = Marshal.AllocHGlobal(Marshal.SizeOf(_testSlots[0]));
Marshal.StructureToPtr(_testSlots[0], activeSlotPtr, false);
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameSavingWrapperTarget.GameSavingSlotActionResponseCallback(dispatchReceiver, pSlots, (uint)_testSlots.Length, activeSlotPtr, TEST_CALL_STATUS));
// assert
Assert.AreEqual(TEST_CALL_STATUS, result.ResultCode);
Assert.AreEqual(_testSlots.Length, result.CachedSlots.Length);
AssertSlotsAreEqual(_testSlots[0], result.ActionedSlot);
for (uint i = 0; i < _testSlots.Length; ++i)
{
AssertSlotsAreEqual(_testSlots[i], result.CachedSlots[i]);
}
// cleanup
Marshal.FreeHGlobal(pSlots);
Marshal.FreeHGlobal(activeSlotPtr);
}
[Test]
public void GameSavingDataResponseCallback_StandardCase_CallsSuccessfully()
{
// arrange
byte[] data = new byte[] { 1, 1, 0, 1, 0, 1, 1 };
SlotDataResult result = new SlotDataResult();
IntPtr pSlots = Marshaller.ArrayToIntPtr(_testSlots);
IntPtr slotPtr = Marshal.AllocHGlobal(Marshal.SizeOf(_testSlots[0]));
Marshal.StructureToPtr(_testSlots[0], slotPtr, false);
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameSavingWrapperTarget.GameSavingDataResponseCallback(dispatchReceiver, pSlots, (uint)_testSlots.Length, slotPtr, data, (uint)data.Length, TEST_CALL_STATUS));
// assert
Assert.AreEqual(TEST_CALL_STATUS, result.ResultCode);
Assert.AreEqual(_testSlots.Length, result.CachedSlots.Length);
Assert.AreEqual(data.Length, result.DataSize);
Assert.AreEqual(data, result.Data);
AssertSlotsAreEqual(_testSlots[0], result.ActionedSlot);
for (uint i = 0; i < _testSlots.Length; ++i)
{
AssertSlotsAreEqual(_testSlots[i], result.CachedSlots[i]);
}
// cleanup
Marshal.FreeHGlobal(pSlots);
Marshal.FreeHGlobal(slotPtr);
}
void AssertSlotsAreEqual (Slot expected, Slot actual)
{
Assert.AreEqual(expected.SlotName, actual.SlotName);
Assert.AreEqual(expected.MetadataLocal, actual.MetadataLocal);
Assert.AreEqual(expected.MetadataCloud, actual.MetadataCloud);
Assert.AreEqual(expected.LastModifiedCloud, actual.LastModifiedCloud);
Assert.AreEqual(expected.LastModifiedLocal, actual.LastModifiedLocal);
Assert.AreEqual(expected.LastSync, actual.LastSync);
Assert.AreEqual(expected.SizeCloud, actual.SizeCloud);
Assert.AreEqual(expected.SizeLocal, actual.SizeLocal);
Assert.AreEqual(expected.SlotSyncStatus, actual.SlotSyncStatus);
}
}
public class GameSavingWrapperTarget : GameSavingWrapper
{
public new static void GameSavingResponseCallback(IntPtr dispatchReceiver, IntPtr cachedSlots, uint slotCount, bool complete, uint callStatus) => GameSavingWrapper.GameSavingResponseCallback(
dispatchReceiver,
cachedSlots,
slotCount,
complete,
callStatus);
public new static void GameSavingSlotActionResponseCallback(IntPtr dispatchReceiver, IntPtr cachedSlots, uint slotCount, IntPtr activeSlot, uint callStatus) => GameSavingWrapper.GameSavingSlotActionResponseCallback(
dispatchReceiver,
cachedSlots,
slotCount,
activeSlot,
callStatus);
public new static void GameSavingDataResponseCallback(IntPtr dispatchReceiver, IntPtr cachedSlots, uint slotCount, IntPtr slot, byte[] data, uint dataSize, uint callStatus) => GameSavingWrapper.GameSavingDataResponseCallback(
dispatchReceiver,
cachedSlots,
slotCount,
slot,
data,
dataSize,
callStatus);
}
} | 191 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Runtime.InteropServices;
// GameKit
using AWS.GameKit.Runtime.Features.GameKitIdentity;
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class IdentityWrapperTests : GameKitTestBase
{
[Test]
public void IdentityGetUserResponseCallback_StandardCase_CallsSuccessfully()
{
// arrange
GetUserResponse getUserResponse = new GetUserResponse()
{
CreatedAt = "created at",
Email = "email",
FacebookExternalId = "facebooxk external id",
FacebookRefId = "facebook ref id",
UpdatedAt = "update at",
UserId = "user id",
UserName = "user name"
};
IntPtr pGetUserResponse = Marshal.AllocHGlobal(Marshal.SizeOf(typeof(GetUserResponse)));
Marshal.StructureToPtr<GetUserResponse>(getUserResponse, pGetUserResponse, false);
GetUserResult result = new GetUserResult();
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => IdentityWrapperTarget.IdentityGetUserResponseCallback(dispatchReceiver, pGetUserResponse));
// assert
Assert.AreEqual(getUserResponse.CreatedAt, result.Response.CreatedAt);
Assert.AreEqual(getUserResponse.Email, result.Response.Email);
Assert.AreEqual(getUserResponse.FacebookExternalId, result.Response.FacebookExternalId);
Assert.AreEqual(getUserResponse.FacebookRefId, result.Response.FacebookRefId);
Assert.AreEqual(getUserResponse.UpdatedAt, result.Response.UpdatedAt);
Assert.AreEqual(getUserResponse.UserId, result.Response.UserId);
Assert.AreEqual(getUserResponse.UserName, result.Response.UserName);
// cleanup
Marshal.FreeHGlobal(pGetUserResponse);
}
}
public class IdentityWrapperTarget : IdentityWrapper
{
public new static void IdentityGetUserResponseCallback(IntPtr dispatchReceiver, IntPtr getUserResponse) => IdentityWrapper.IdentityGetUserResponseCallback(dispatchReceiver, getUserResponse);
}
}
| 61 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Features.GameKitUserGameplayData;
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class UserGameplayDataWrapperTests : GameKitTestBase
{
const string CONNECTION_CLIENT = "connection client";
[Test]
public void NetworkStatusChangeCallback_StandardCase_CallsSuccessfully()
{
UserGameplayDataWrapperTarget.SetNetworkChangedDelegate((NetworkStatusChangeResults result) =>
{
Assert.True(result.IsConnectionOk);
Assert.AreEqual(result.ConnectionClient, CONNECTION_CLIENT);
});
// act
UserGameplayDataWrapperTarget.NetworkStatusChangeCallback(IntPtr.Zero, true, CONNECTION_CLIENT);
// assertion handled in callback above
}
[Test]
public void CacheProcessedCallback_StandardCase_CallsSuccessfully()
{
// arrange
UserGameplayDataWrapperTarget.SetCacheProcessedDelegate((CacheProcessedResults result) =>
{
Assert.True(result.IsCacheProcessed);
});
// act
UserGameplayDataWrapperTarget.CacheProcessedCallback(IntPtr.Zero, true);
// assertion handled in callback above
}
}
public class UserGameplayDataWrapperTarget : UserGameplayDataWrapper
{
public static void SetCacheProcessedDelegate(UserGameplayData.CacheProcessedDelegate cacheProcessedDelegate) => UserGameplayDataWrapper._cacheProcessedDelegate = cacheProcessedDelegate;
public static void SetNetworkChangedDelegate(UserGameplayData.NetworkChangedDelegate networkChangedDelegate) => UserGameplayDataWrapper._networkCallbackDelegate = networkChangedDelegate;
public new static void NetworkStatusChangeCallback(IntPtr dispatchReceiver, bool isConnectionOk, string connectionClient) => UserGameplayDataWrapper.NetworkStatusChangeCallback(
dispatchReceiver,
isConnectionOk,
connectionClient);
public new static void CacheProcessedCallback(IntPtr dispatchReceiver, bool isCacheProcessed) => UserGameplayDataWrapper.CacheProcessedCallback(dispatchReceiver, isCacheProcessed);
}
}
| 65 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameKitCallbackTests : GameKitTestBase
{
const string TEST_KEY = "test key";
const string TEST_VALUE = "test value";
const string TEST_RESULT = "test result";
[Test]
public void KeyValueStringCallback_StandardCase_CallsSuccessfully()
{
// arrange
KeyValueStringCallbackResult result = new KeyValueStringCallbackResult();
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.KeyValueStringCallback(dispatchReceiver, TEST_KEY, TEST_VALUE));
// assert
Assert.AreEqual(TEST_KEY, result.ResponseKey);
Assert.AreEqual(TEST_VALUE, result.ResponseValue);
}
[Test]
public void MultiKeyValueStringCallback_StandardCase_CallsSuccessfully()
{
// arrange
MultiKeyValueStringCallbackResult result = new MultiKeyValueStringCallbackResult();
Dictionary<string, string> testMap = new Dictionary<string, string>
{
{ "test key 1", "test value 1" },
{ "test key 2", "test value 2" },
{ "test key 3", "test value 3" }
};
// act
foreach (KeyValuePair<string, string> entry in testMap)
{
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.MultiKeyValueStringCallback(dispatchReceiver, entry.Key, entry.Value));
}
// assert
Assert.AreEqual(result.ResponseValues.Length, result.ResponseKeys.Length);
Assert.AreEqual(result.ResponseValues.Length, testMap.Count);
for (uint i = 0; i < testMap.Count; ++i)
{
Assert.AreEqual(testMap[result.ResponseKeys[i]], result.ResponseValues[i]);
}
}
[Test]
public void RecurringCallStringCallback_StandardCase_CallsSuccessfully()
{
// arrange
StringCallbackResult actionOutput = new StringCallbackResult();
Action<StringCallbackResult> action = (stringCallbackResult) => { actionOutput = stringCallbackResult; };
// act
Marshaller.Dispatch(action, (IntPtr dispatchReceiver) => GameKitCallbacks.RecurringCallStringCallback(dispatchReceiver, TEST_VALUE));
// assert
Assert.AreEqual(TEST_VALUE, actionOutput.ResponseValue);
}
[Test]
public void StringCallback_StandardCase_CallsSuccessfully()
{
// arrange
StringCallbackResult result = new StringCallbackResult();
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.StringCallback(dispatchReceiver, TEST_VALUE));
// assert
Assert.AreEqual(TEST_VALUE, result.ResponseValue);
}
[Test]
public void MultiStringCallback_StandardCase_CallsSuccessfully()
{
// arrange
MultiStringCallbackResult result = new MultiStringCallbackResult();
string[] testArray = new string[]
{
"test value 1",
"test value 2",
"test value 3"
};
// act
foreach (string entry in testArray)
{
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.MultiStringCallback(dispatchReceiver, entry));
}
// assert
Assert.AreEqual(testArray.Length, result.ResponseValues.Length);
for (uint i = 0; i < testArray.Length; ++i)
{
Assert.AreEqual(testArray[i], result.ResponseValues[i]);
}
}
[Test]
public void ResourceInfoCallback_StandardCase_CallsSuccessfully()
{
// arrange
ResourceInfoCallbackResult result = new ResourceInfoCallbackResult();
const string TEST_ID = "test id";
const string TEST_TYPE = "test type";
const string TEST_STATUS = "test status";
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.ResourceInfoCallback(dispatchReceiver, TEST_ID, TEST_TYPE, TEST_STATUS));
// assert
Assert.AreEqual(TEST_ID, result.LogicalResourceId);
Assert.AreEqual(TEST_TYPE, result.ResourceType);
Assert.AreEqual(TEST_STATUS, result.ResourceStatus);
}
[Test]
public void DeploymentResponseCallback_StandardCase_CallsSuccessfully()
{
// arrange
DeploymentResponseCallbackResult result = new DeploymentResponseCallbackResult();
FeatureType[] features = new FeatureType[] { FeatureType.Main, FeatureType.Identity };
FeatureStatus[] statuses = new FeatureStatus[] { FeatureStatus.Deployed, FeatureStatus.Undeployed };
uint resultCode = GameKitErrors.GAMEKIT_SUCCESS;
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.DeploymentResponseCallback(dispatchReceiver, features, statuses, (uint)features.Length, resultCode));
// assert
Assert.AreEqual(features, result.Features);
Assert.AreEqual(statuses, result.FeatureStatuses);
Assert.AreEqual(resultCode, result.ResultCode);
}
[Test]
public void CanExecuteDeploymentActionCallback_StandardCase_CallsSuccessfully()
{
// arrange
CanExecuteDeploymentActionResult result = new CanExecuteDeploymentActionResult();
FeatureType targetFeature = FeatureType.GameStateCloudSaving;
bool canExecuteAction = false;
DeploymentActionBlockedReason reason = DeploymentActionBlockedReason.DependenciesMustBeCreated;
FeatureType[] blockingFeatures = new FeatureType[] { FeatureType.Identity };
// act
Marshaller.Dispatch(result, (IntPtr dispatchReceiver) => GameKitCallbacks.CanExecuteDeploymentActionCallback(dispatchReceiver, targetFeature, canExecuteAction, reason, blockingFeatures, (uint) blockingFeatures.Length));
// assert
Assert.AreEqual(targetFeature, result.TargetFeature);
Assert.AreEqual(canExecuteAction, result.CanExecuteAction);
Assert.AreEqual(reason, result.Reason);
Assert.AreEqual(blockingFeatures, result.BlockingFeatures);
}
}
}
| 179 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Models;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class FeatureDeploymentStatusTests : GameKitTestBase
{
[Test]
public void AllEnumValues_HaveFeatureDeploymentStatusData()
{
// This test ensures every FeatureDeploymentStatus enum is labeled with a FeatureDeploymentStatusData attribute.
foreach (FeatureStatus deploymentStatus in Enum.GetValues(typeof(FeatureStatus)))
{
// act/assert
Assert.DoesNotThrow(() => deploymentStatus.GetDisplayName(),
$"Expected enum {deploymentStatus} to have a DisplayName, but found none. " +
$"This means the enum is not labeled with a {nameof(FeatureStatusData)} attribute.");
}
}
[Test]
public void GetDisplayName_AllFeatures_HaveNonEmptyName()
{
foreach (FeatureStatus deploymentStatus in Enum.GetValues(typeof(FeatureStatus)))
{
// act
string displayName = deploymentStatus.GetDisplayName();
// assert
Assert.False(String.IsNullOrWhiteSpace(displayName));
}
}
}
}
| 45 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard
using System.Collections.Generic;
// GameKit
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class GameKitTestBase
{
public List<string> Log;
[SetUp]
public void LoggingSetUp()
{
Log = new List<string>();
Logging.LogCb = (level, message, size) => { Log.Add(message); };
Logging.IsUnityLoggingEnabled = false;
Logging.ClearLogQueue();
}
[TearDown]
public void LoggingTearDown()
{
Logging.ClearLogQueue();
Logging.IsUnityLoggingEnabled = true;
Logging.LogCb = Logging.DefaultLogCb;
}
}
}
| 37 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Third Party
using NUnit.Framework;
// Game Kit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Runtime.UnitTests
{
public class AwsGameKitPersistentSettingsTests
{
private const string UNIT_TEST_KEY = "UnitTestingEntry";
private const string UNIT_TEST_VALUE = "GameKit";
private const string UNIT_TEST_VALUE_DEFAULT = "Default";
[TearDown]
public void TearDown()
{
AwsGameKitPersistentSettings.Delete(UNIT_TEST_KEY);
}
[Test]
public void SaveString_WhenCalledWithAnExistingKey_SavesTheNewValue()
{
// arrange
AwsGameKitPersistentSettings.SaveString(UNIT_TEST_KEY, UNIT_TEST_VALUE);
const string NEW_TEST_VALUE = "Aws";
// act
AwsGameKitPersistentSettings.SaveString(UNIT_TEST_KEY, NEW_TEST_VALUE);
string valueReturned = AwsGameKitPersistentSettings.LoadString(UNIT_TEST_KEY, UNIT_TEST_VALUE_DEFAULT);
// assert
Assert.AreEqual(NEW_TEST_VALUE, valueReturned);
}
[Test]
public void LoadString_WhenCalledWithAnExistingKey_ReturnsTheExpectedValue()
{
// arrange
AwsGameKitPersistentSettings.SaveString(UNIT_TEST_KEY, UNIT_TEST_VALUE);
// act
string valueReturned = AwsGameKitPersistentSettings.LoadString(UNIT_TEST_KEY, UNIT_TEST_VALUE_DEFAULT);
// assert
Assert.AreEqual(UNIT_TEST_VALUE, valueReturned);
}
[Test]
public void LoadString_WhenCalledWithANonExistingKey_ReturnsTheDefaultValue()
{
// act
string valueReturned = AwsGameKitPersistentSettings.LoadString(UNIT_TEST_KEY, UNIT_TEST_VALUE_DEFAULT);
// assert
Assert.AreEqual(UNIT_TEST_VALUE_DEFAULT, valueReturned);
}
[Test]
public void Delete_WhenCalledWithANonExistingKey_FailsQuietly()
{
// act
AwsGameKitPersistentSettings.Delete("fake key");
}
[Test]
public void Delete_WhenCalledWithAnExistingKey_RemovesTheKeyValuePair()
{
// arrange
AwsGameKitPersistentSettings.SaveString(UNIT_TEST_KEY, UNIT_TEST_VALUE);
// act
AwsGameKitPersistentSettings.Delete(UNIT_TEST_KEY);
string valueReturned = AwsGameKitPersistentSettings.LoadString(UNIT_TEST_KEY, UNIT_TEST_VALUE_DEFAULT);
// assert
Assert.AreEqual(UNIT_TEST_VALUE_DEFAULT, valueReturned);
}
}
}
| 84 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// GameKit
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class DllLoaderTests : GameKitTestBase
{
const int TEST_RETURN_VALUE = 42;
const int TEST_ERROR_VALUE = -1;
const string TEST_ERROR_STRING = "DLL not linked";
int _tryDllCallCount = 0;
GameKitFeatureWrapperBaseTarget _target;
[SetUp]
public void SetUp()
{
_tryDllCallCount = 0;
_target = new GameKitFeatureWrapperBaseTarget();
}
[Test]
public void TryDllWithNoReturn_StandardCase_CallsSuccessfully()
{
// act
DllLoader.TryDll(TestDllMethod, nameof(TestDllMethod));
// assert
Assert.AreEqual(1, _tryDllCallCount, $"Expected TestDllMethod called one time. Count = {_tryDllCallCount}");
}
[Test]
public void TryDllWithNoReturn_WhenDllMethodExceptionThrown_EatsTheException()
{
// act
Assert.DoesNotThrow(() => DllLoader.TryDll(TestDllMethodException, nameof(TestDllMethodException)), "Expected TryDll eats the DllNotFoundException.");
//assert
LinkedList<string> exceptionLogs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(exceptionLogs.Count == 1);
Assert.IsTrue(exceptionLogs.First.Value.Contains(TEST_ERROR_STRING));
}
[Test]
public void TryDllWithReturn_StandardCase_CallsSuccessfully()
{
// act
int valueReturned = DllLoader.TryDll(TestDllMethodWithReturn, nameof(TestDllMethodWithReturn), TEST_ERROR_VALUE);
// assert
Assert.AreEqual(1, _tryDllCallCount, $"Expected TestDllMethodWithReturn called one time. Count = {_tryDllCallCount}");
Assert.AreEqual(TEST_RETURN_VALUE, valueReturned);
}
[Test]
public void TryDllWithReturn_WhenDllMethodExceptionThrown_EatsTheException()
{
// act
int valueReturned = DllLoader.TryDll(TestDllMethodWithReturnException, nameof(TestDllMethodWithReturnException), TEST_ERROR_VALUE);
// assert
Assert.AreEqual(TEST_ERROR_VALUE, valueReturned);
LinkedList<string> exceptionLogs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(exceptionLogs.Count == 1);
Assert.IsTrue(exceptionLogs.First.Value.Contains(TEST_ERROR_STRING));
}
void TestDllMethod()
{
++_tryDllCallCount;
}
int TestDllMethodWithReturn()
{
++_tryDllCallCount;
return TEST_RETURN_VALUE;
}
void TestDllMethodException()
{
throw new DllNotFoundException();
}
int TestDllMethodWithReturnException()
{
throw new DllNotFoundException();
}
}
}
| 104 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
// Third Party
using NUnit.Framework;
// Unity
using UnityEngine;
// Game Kit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Runtime.UnitTests
{
public class LoggingTests
{
private const int MAX_LOG_QUEUE_SIZE_FOR_TEST = 100;
private const string INFO_LOG = "This is a test of Unity INFO Logging";
private const string WARNING_LOG = "This is a test of Unity WARNING Logging";
private const string ERROR_LOG = "This is a test of Unity ERROR Logging";
private const string EXCEPTION_LOG = "This is a test of Unity EXCEPTION Logging";
private static int _currentQueueSize = Logging.MaxLogQueueSize;
private static bool _currentUnityLoggingEnabled = Logging.IsUnityLoggingEnabled;
private static Logging.Level _currentLoggingLevel = Logging.MinimumUnityLoggingLevel;
[SetUp]
public void SetUp()
{
Logging.IsUnityLoggingEnabled = true;
Logging.MinimumUnityLoggingLevel = Logging.Level.INFO;
Logging.MaxLogQueueSize = MAX_LOG_QUEUE_SIZE_FOR_TEST;
Logging.ClearLogQueue();
}
[TearDown]
public void TearDown()
{
Logging.ClearLogQueue();
Logging.MaxLogQueueSize = _currentQueueSize;
Logging.MinimumUnityLoggingLevel = _currentLoggingLevel;
Logging.IsUnityLoggingEnabled = _currentUnityLoggingEnabled;
}
[Test]
public void LoggingCallback_WhenMinimumUnityLoggingLevelIsSetToLowestLevel_AllLogsAreSeen()
{
// act
Logging.LogInfo(INFO_LOG);
Logging.LogWarning(WARNING_LOG);
Logging.LogError(ERROR_LOG);
// assert
UnityEngine.TestTools.LogAssert.Expect(LogType.Log, $"AWS GameKit: {INFO_LOG}");
UnityEngine.TestTools.LogAssert.Expect(LogType.Warning, $"AWS GameKit: {WARNING_LOG}");
UnityEngine.TestTools.LogAssert.Expect(LogType.Error, $"AWS GameKit: {ERROR_LOG}");
}
[Test]
public void LoggingCallback_WhenMinimumUnityLoggingLevelIsSetToHighestLevel_OnlyErrorLogsAreSeen()
{
// act
Logging.LogInfo(INFO_LOG);
Logging.LogWarning(WARNING_LOG);
Logging.LogError(ERROR_LOG);
// assert
UnityEngine.TestTools.LogAssert.Expect(LogType.Error, $"AWS GameKit: {ERROR_LOG}");
}
[Test]
public void LoggingCallback_WhenUnityLoggingIsNotEnabled_OnlyLogToLoggingQueue()
{
// arrange
Logging.IsUnityLoggingEnabled = false;
// act
Logging.LogError(ERROR_LOG);
// assert
// No Unity logs should be expected, this test will fail if there are any
Assert.AreEqual(1, Logging.LogQueue.Count);
LinkedList<string> logs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(logs.First.Value.Contains(ERROR_LOG));
}
[Test]
public void LoggingCallback_WhenMaxLogQueueSizeIsReached_TheOldestLogIsRemoved()
{
// arrange
const int EXPECT_LOGS = 2;
Logging.MaxLogQueueSize = EXPECT_LOGS;
// act
Logging.LogInfo(INFO_LOG);
Logging.LogWarning(WARNING_LOG);
Logging.LogError(ERROR_LOG);
// assert
UnityEngine.TestTools.LogAssert.Expect(LogType.Log, $"AWS GameKit: {INFO_LOG}");
UnityEngine.TestTools.LogAssert.Expect(LogType.Warning, $"AWS GameKit: {WARNING_LOG}");
UnityEngine.TestTools.LogAssert.Expect(LogType.Error, $"AWS GameKit: {ERROR_LOG}");
Assert.AreEqual(EXPECT_LOGS, Logging.LogQueue.Count);
LinkedList<string> logs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(logs.First.Value.Contains(WARNING_LOG));
Assert.IsTrue(logs.Last.Value.Contains(ERROR_LOG));
}
[Test]
public void LogException_WhenEverythingIsEnabled_BothALogQueueEntryAndUnityLogIsSeen()
{
// arrange
Exception e = new Exception(EXCEPTION_LOG);
// act
Logging.LogException("Testing the log queue for an exception", e);
// assert
Regex regex = new Regex(EXCEPTION_LOG);
UnityEngine.TestTools.LogAssert.Expect(LogType.Exception, regex);
LinkedList<string> logs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(logs.First.Value.Contains(EXCEPTION_LOG));
}
[Test]
public void LogException_WhenUnityLoggingIsDisabled_OnlyALogQueueEntryIsSeen()
{
// arrange
Logging.IsUnityLoggingEnabled = false;
Exception e = new Exception(EXCEPTION_LOG);
// act
Logging.LogException("Testing the log queue for an exception", e);
// assert
LinkedList<string> logs = new LinkedList<string>(Logging.LogQueue);
Assert.IsTrue(logs.First.Value.Contains(EXCEPTION_LOG));
}
}
}
| 154 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
// GameKit
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class MarshallerTests : GameKitTestBase
{
public struct TestStruct
{
public string Result;
}
const string TEST_MARSHAL_VALUE = "test marshal value";
[Test]
public void IntPtrToArray_StandardCase_CallsSuccessfully()
{
// arrange
byte[] testArray = new byte[] { 0, 1, 2, 3, 4, 5 };
IntPtr pointerToArray = Marshal.AllocHGlobal(testArray.Length);
Marshal.Copy(testArray, 0, pointerToArray, testArray.Length);
// act
byte[] result = Marshaller.IntPtrToArray<byte>(pointerToArray, (uint)testArray.Length);
// assert
Assert.AreEqual(testArray, result);
// cleanup
Marshal.FreeHGlobal(pointerToArray);
}
[Test]
public void ArrayToIntPtr_StandardCase_CallsSuccessfully()
{
// arrange
TestStruct[] testStructs = new TestStruct[]
{
new TestStruct(),
new TestStruct(),
new TestStruct()
};
testStructs[0].Result = "result 0";
testStructs[1].Result = "result 1";
testStructs[2].Result = "result 2";
// act
IntPtr result = Marshaller.ArrayToIntPtr(testStructs);
// assert
Assert.AreNotEqual(IntPtr.Zero, result);
// cleanup
Marshal.FreeHGlobal(result);
}
[Test]
public void ArrayToIntPtr_WhenArrayHasZeroElements_ZeroPointerIsReturned()
{
// arrange
TestStruct[] testStructs = new TestStruct[0];
// act
IntPtr result = Marshaller.ArrayToIntPtr(testStructs);
// assert
Assert.AreEqual(IntPtr.Zero, result);
}
[Test]
public void ArrayOfStringsToArrayOfPointers_StandardCase_CallsSuccessfully()
{
// arrange
string[] testArray = new string[] { "1", "22", "333", "4444" };
// act
IntPtr[] result = Marshaller.ArrayOfStringsToArrayOfIntPtr(testArray);
// assert
Assert.AreEqual(testArray.Length, result.Length, "Expected that the size of the IntPtr array will be equal to the size of the string array.");
for (uint i = 0; i < result.Length; ++i)
{
Assert.NotNull(result[i], "Expected that the IntPtr is allocated");
}
// cleanup
for (uint i = 0; i < result.Length; ++i)
{
Marshal.FreeHGlobal(result[i]);
}
}
[Test]
public void FreeArrayOfPointers_StandardCase_CallsSuccessfully()
{
// arrange
string[] originalArray = new string[] { "1", "22", "333", "4444" };
IntPtr[] testArray = Marshaller.ArrayOfStringsToArrayOfIntPtr(originalArray);
// act
Marshaller.FreeArrayOfIntPtr(testArray);
// assert
for (uint i = 0; i < testArray.Length; ++i)
{
Assert.AreEqual(IntPtr.Zero, testArray[i]);
}
}
}
}
| 123 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.IO;
// Third Party
using NUnit.Framework;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Runtime.UnitTests
{
public class SerializableDictionaryTests
{
public static string TEST_ASSET_PATH = "Assets/AWS_GameKit_Tests/UnitTests/TemporaryFiles/serializableDictionaryTest.asset";
[TearDown]
public void TearDown()
{
#if UNITY_EDITOR
FileUtil.DeleteFileOrDirectory(TEST_ASSET_PATH);
AssetDatabase.Refresh();
#endif
}
[Test]
public void SerializableDictionary_WhenSettingNotExistentValue_CorrectlyAddsValueToDictionary()
{
// arrange
const string testKey = "testKey";
SerializableDictionary<string, Vector2> testSerializableDictionary = new SerializableDictionary<string, Vector2>();
// act
testSerializableDictionary.SetValue(testKey, Vector2.up);
// assert
Assert.AreEqual(1, testSerializableDictionary.Count);
Assert.AreEqual(Vector2.up, testSerializableDictionary.GetValue(testKey));
}
[Test]
public void SerializableDictionary_GetNotExistentKey_CorrectlyAddsEmptyValue()
{
// arrange
SerializableDictionary<int, float> testSerializableDictionary = new SerializableDictionary<int, float>();
// act
testSerializableDictionary.GetValue(1);
// assert
Assert.AreEqual(0f, testSerializableDictionary.GetValue(1));
}
[Test]
public void SerializableDictionary_SaveSerializedJSONToDiskThenReload_CorrectlyDeserializesDictionary()
{
#if UNITY_EDITOR
// arrange
SerializableDictionary<string, Vector2> testSerializableDictionary = new SerializableDictionary<string, Vector2>();
// act
testSerializableDictionary.SetValue("Hello", Vector2.up);
testSerializableDictionary.SetValue("World", Vector2.down);
string jsonString = JsonUtility.ToJson(testSerializableDictionary);
File.WriteAllText(TEST_ASSET_PATH, jsonString);
string fileContents = File.ReadAllText(TEST_ASSET_PATH);
SerializableDictionary<string, Vector2> serializableDictionaryFromFile = JsonUtility.FromJson<SerializableDictionary<string, Vector2>>(fileContents);
// assert
Assert.AreEqual(2, serializableDictionaryFromFile.Count);
Assert.True(serializableDictionaryFromFile.ContainsKey("Hello"));
Assert.AreEqual(Vector2.up, serializableDictionaryFromFile["Hello"]);
Assert.True(serializableDictionaryFromFile.ContainsKey("World"));
Assert.AreEqual(Vector2.down, serializableDictionaryFromFile["World"]);
#endif
}
}
}
| 87 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
// Third Party
using NUnit.Framework;
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Runtime.UnitTests
{
public class SerializableOrderedDictionaryTests
{
[Test]
public void SerializableOrderedDictionary_WhenSerializedToJsonAndBack_DeserializedDictionaryRemembersOriginalOrderOfElements(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
List<KeyValuePair<string, int>> originalElements = dict.KeyValuePairs.ToList();
// act
string serializedDict = JsonUtility.ToJson(dict);
SerializableOrderedDictionary<string, int> deserializedDict = JsonUtility.FromJson<SerializableOrderedDictionary<string, int>>(serializedDict);
// assert
Assert.AreEqual(numStartingElements, deserializedDict.Count);
for (int i = 0; i < numStartingElements; ++i)
{
originalElements[i] = deserializedDict.KeyValuePairs.ToList()[i];
}
}
[Test]
public void ContainsKey_WhenKeyExists_ReturnsTrue(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
foreach (string key in dict.Keys)
{
// act
bool doesContainKey = dict.ContainsKey(key);
// assert
Assert.True(doesContainKey);
}
Assert.AreEqual(numStartingElements, dict.Count);
}
[Test]
public void ContainsKey_WhenKeyNotExists_ReturnsFalse(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act
bool doesContainKey = dict.ContainsKey("does not exist");
// assert
Assert.False(doesContainKey);
}
[Test]
public void ContainsKey_WhenKeyIsNull_RaisesArgumentNullException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<ArgumentNullException>(() =>
{
dict.ContainsKey(null);
});
}
[Test]
public void Add_WhenKeyNotAlreadyExists_NewElementIsAddedToEnd(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string newKey = "newKey";
int newValue = 10;
// act
dict.Add(newKey, newValue);
// assert
KeyValuePair<string, int> lastEntry = dict.KeyValuePairs.Last();
Assert.AreEqual(newKey, lastEntry.Key);
Assert.AreEqual(newValue, lastEntry.Value);
Assert.AreEqual(numStartingElements + 1, dict.Count);
}
[Test]
public void Add_WhenMultipleElementsAdded_NewElementsAreRememberedInSequentialOrder(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string newKey1 = "newKey1";
string newKey2 = "newKey2";
string newKey3 = "newKey3";
int newValue1 = 10;
int newValue2 = 20;
int newValue3 = 30;
int newElement1Index = dict.Count + 0;
int newElement2Index = dict.Count + 1;
int newElement3Index = dict.Count + 2;
// act
dict.Add(newKey1, newValue1);
dict.Add(newKey2, newValue2);
dict.Add(newKey3, newValue3);
// assert
List<KeyValuePair<string, int>> elements = dict.KeyValuePairs.ToList();
Assert.AreEqual(newKey1, elements[newElement1Index].Key);
Assert.AreEqual(newKey2, elements[newElement2Index].Key);
Assert.AreEqual(newKey3, elements[newElement3Index].Key);
Assert.AreEqual(newValue1, elements[newElement1Index].Value);
Assert.AreEqual(newValue2, elements[newElement2Index].Value);
Assert.AreEqual(newValue3, elements[newElement3Index].Value);
Assert.AreEqual(numStartingElements + 3, dict.Count);
}
[Test]
public void Add_WhenKeyAlreadyExists_RaisesArgumentException(
[Values(1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
KeyValuePair<string, int> firstEntry = dict.KeyValuePairs.First();
// act / assert
Assert.Throws<ArgumentException>(() =>
{
dict.Add(firstEntry.Key, 0);
});
}
[Test]
public void Add_WhenKeyIsNull_RaisesArgumentNullException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<ArgumentNullException>(() =>
{
dict.Add(null, 0);
});
}
[Test]
public void SetValue_WhenKeyNotAlreadyExists_NewElementIsAddedToEnd(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string newKey = "newKey";
int newValue = 10;
// act
dict.SetValue(newKey, newValue);
// assert
KeyValuePair<string, int> lastEntry = dict.KeyValuePairs.Last();
Assert.AreEqual(newKey, lastEntry.Key);
Assert.AreEqual(newValue, lastEntry.Value);
Assert.AreEqual(numStartingElements + 1, dict.Count);
}
[Test]
public void SetValue_WhenKeyAlreadyExists_ExistingElementIsUpdated(
[Values(1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
KeyValuePair<string, int> firstEntry = dict.KeyValuePairs.First();
int newValue = firstEntry.Value + 10;
// act
dict.SetValue(firstEntry.Key, newValue);
// assert
Assert.AreEqual(newValue, dict.GetValue(firstEntry.Key));
Assert.AreEqual(numStartingElements, dict.Count);
}
[Test]
public void SetValue_WhenMultipleElementsAdded_NewElementsAreRememberedInSequentialOrder(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string newKey1 = "newKey1";
string newKey2 = "newKey2";
string newKey3 = "newKey3";
int newValue1 = 10;
int newValue2 = 20;
int newValue3 = 30;
int newElement1Index = dict.Count + 0;
int newElement2Index = dict.Count + 1;
int newElement3Index = dict.Count + 2;
// act
dict.SetValue(newKey1, newValue1);
dict.SetValue(newKey2, newValue2);
dict.SetValue(newKey3, newValue3);
// assert
List<KeyValuePair<string, int>> elements = dict.KeyValuePairs.ToList();
Assert.AreEqual(newKey1, elements[newElement1Index].Key);
Assert.AreEqual(newKey2, elements[newElement2Index].Key);
Assert.AreEqual(newKey3, elements[newElement3Index].Key);
Assert.AreEqual(newValue1, elements[newElement1Index].Value);
Assert.AreEqual(newValue2, elements[newElement2Index].Value);
Assert.AreEqual(newValue3, elements[newElement3Index].Value);
Assert.AreEqual(numStartingElements + 3, dict.Count);
}
[Test]
public void SetValue_WhenKeyIsNull_RaisesArgumentNullException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<ArgumentNullException>(() =>
{
dict.SetValue(null, 0);
});
}
[Test]
public void GetValue_WhenKeyExists_ReturnsCorrectValue(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string newKey = "newKey";
int newValue = 10;
dict.Add(newKey, newValue);
// act
int fetchedValue = dict.GetValue(newKey);
// assert
Assert.AreEqual(newValue, fetchedValue);
}
[Test]
public void GetValue_WhenKeyIsNull_RaisesArgumentNullException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<ArgumentNullException>(() =>
{
dict.GetValue(null);
});
}
[Test]
public void GetValue_WhenKeyNotAlreadyExists_RaisesKeyNotFoundException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<KeyNotFoundException>(() =>
{
dict.GetValue("does not exist");
});
}
[Test]
public void Remove_WhenKeyExists_CorrespondingElementIsRemoved(
[Values(1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
KeyValuePair<string, int> lastEntry = dict.KeyValuePairs.Last();
// assume
Assume.That(dict.ContainsKey(lastEntry.Key));
Assume.That(dict.Keys.Contains(lastEntry.Key));
Assume.That(dict.Values.Contains(lastEntry.Value));
Assume.That(dict.KeyValuePairs.Contains(lastEntry));
Assume.That(numStartingElements == dict.Count);
// act
dict.Remove(lastEntry.Key);
// assert
Assert.False(dict.ContainsKey(lastEntry.Key));
Assert.False(dict.Keys.Contains(lastEntry.Key));
Assert.False(dict.Values.Contains(lastEntry.Value));
Assert.False(dict.KeyValuePairs.Contains(lastEntry));
Assert.AreEqual(numStartingElements - 1, dict.Count);
}
[Test]
public void Remove_WhenKeyNotExists_NoElementIsRemoved(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
string nonExistentKey = "does not exist";
// assume
Assume.That(!dict.ContainsKey(nonExistentKey));
Assume.That(!dict.Keys.Contains(nonExistentKey));
Assume.That(numStartingElements == dict.Count);
// act
dict.Remove(nonExistentKey);
// assert
Assert.False(dict.ContainsKey(nonExistentKey));
Assert.False(dict.Keys.Contains(nonExistentKey));
Assert.AreEqual(numStartingElements, dict.Count);
}
[Test]
public void Remove_WhenElementIsRemovedFromMiddle_OrderOfElementsBeforeAndAfterIsPreserved()
{
// arrange
int numStartingElements = 5;
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
KeyValuePair<string, int> middleElement = dict.KeyValuePairs.ElementAt(2);
List<KeyValuePair<string, int>> expectedElementsAfterRemove = new List<KeyValuePair<string, int>>()
{
dict.KeyValuePairs.ElementAt(0),
dict.KeyValuePairs.ElementAt(1),
// dict.KeyValuePairs.ElementAt(2), // <-- this element will get removed
dict.KeyValuePairs.ElementAt(3),
dict.KeyValuePairs.ElementAt(4),
};
// act
dict.Remove(middleElement.Key);
// assert
Assert.False(dict.ContainsKey(middleElement.Key));
Assert.AreEqual(numStartingElements - 1, dict.Count);
for (int i = 0; i < numStartingElements - 1; ++i)
{
Assert.AreEqual(expectedElementsAfterRemove[i], dict.KeyValuePairs.ToList()[i]);
}
}
[Test]
public void Remove_WhenKeyIsNull_RaisesArgumentNullException(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
// act / assert
Assert.Throws<ArgumentNullException>(() =>
{
dict.Remove(null);
});
}
[Test]
public void Clear_WhenFinished_DictionaryIsEmpty(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
List<KeyValuePair<string, int>> elementsBeforeClearing = dict.KeyValuePairs.ToList();
// assume
Assume.That(dict.Count == numStartingElements);
Assume.That(dict.Keys.Count() == numStartingElements);
Assume.That(dict.Values.Count() == numStartingElements);
Assume.That(dict.KeyValuePairs.Count() == numStartingElements);
foreach (KeyValuePair<string, int> originalElement in elementsBeforeClearing)
{
Assert.True(dict.ContainsKey(originalElement.Key));
}
// act
dict.Clear();
// assert
Assert.AreEqual(0, dict.Count);
Assert.AreEqual(0, dict.Keys.Count());
Assert.AreEqual(0, dict.Values.Count());
Assert.AreEqual(0, dict.KeyValuePairs.Count());
foreach (KeyValuePair<string, int> originalElement in elementsBeforeClearing)
{
Assert.False(dict.ContainsKey(originalElement.Key));
}
}
[Test]
public void Sort_WhenFinished_NewOrderIsRemembered(
[Values(0, 1, 5)] int numStartingElements)
{
// arrange
SerializableOrderedDictionary<string, int> dict = CreateDictionaryWith(numStartingElements);
IEnumerable<string> originalOrderKeys = dict.Keys.ToList();
IEnumerable<int> originalOrderValues = dict.Values.ToList();
IEnumerable<KeyValuePair<string, int>> originalOrderKeyValuePairs = dict.KeyValuePairs.ToList();
// act
dict.Sort( elements => elements.Reverse());
// assert
Assert.AreEqual(originalOrderKeys.Reverse(), dict.Keys);
Assert.AreEqual(originalOrderValues.Reverse(), dict.Values);
Assert.AreEqual(originalOrderKeyValuePairs.Reverse(), dict.KeyValuePairs);
}
private SerializableOrderedDictionary<string, int> CreateDictionaryWith(int numElements)
{
SerializableOrderedDictionary<string, int> dict = new SerializableOrderedDictionary<string, int>();
for (int i = 0; i < numElements; ++i)
{
string key = i.ToString(CultureInfo.CurrentCulture);
int value = i;
dict.Add(key, value);
}
return dict;
}
}
}
| 452 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// GameKit
using AWS.GameKit.Common;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class SingletonTests : GameKitTestBase
{
[Test]
public void Get_StandardCase_ReturnsPointerToInstance()
{
// act
string valueReturned = Singleton<FakeClass>.Get().GetTestValue();
// assert
Assert.AreEqual(FakeClass.TEST_VALUE, valueReturned);
}
[Test]
public void Get_WhenCalledTwice_AlwaysReturnsSameInstance()
{
// assert
Assert.IsTrue(ReferenceEquals(Singleton<FakeClass>.Get(), Singleton<FakeClass>.Get()), "The instance that is assigned should be the same between calls");
}
}
public class FakeClass
{
public const string TEST_VALUE = "test value";
public string GetTestValue()
{
return TEST_VALUE;
}
}
}
| 42 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Utils;
// Third Party
using NUnit.Framework;
namespace AWS.GameKit.Runtime.UnitTests
{
public class ThreaderTests : GameKitTestBase
{
const string TEST_DESCRIPTION = "test description";
static int _callCount;
Threader _target;
Func<string, string> _simpleFunction = (description) => string.Empty;
Func<string> _simpleNoDescriptionFunction = () => string.Empty;
Action<string> _simpleNoResultFunction = (description) => { };
Action _simpleNoDescriptionOrResultFunction = () => { };
Action<string> _callback = (result) => { ++_callCount; };
Action _callbackNoResult = () => { ++_callCount; };
Action<string> _callback_exception = (result) => { throw new Exception(); };
Func<string, Action<string>, string> _recurringFunction = (description, callback) => {
callback(description); return string.Empty;
};
[SetUp]
public void SetUp()
{
_target = new Threader();
_callCount = 0;
}
[Test]
public void WaitForThreadedWork_CallsSuccessfully()
{
// arrange
_target.Call((string param) => { System.Threading.Thread.Sleep(250); }, TEST_DESCRIPTION, _callbackNoResult);
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
// act
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(1, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void CallSimple_StandardCase_CallsSuccessfully()
{
// act
_target.Call(_simpleFunction, TEST_DESCRIPTION, _callback);
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(1, _target.WaitingQueueCount, $"Expected one callback in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void CallRecurring_StandardCase_CallsSuccessfully()
{
// act
_target.Call(_recurringFunction, TEST_DESCRIPTION, _callback, _callback);
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(2, _target.WaitingQueueCount, $"Expected two callbacks in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void CallSimpleWithNoDescription_StandardCase_CallsSuccessfully()
{
// act
_target.Call(_simpleNoDescriptionFunction, _callback);
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(1, _target.WaitingQueueCount, "Expected one callback in waiting queue, count = {0}", _target.WaitingQueueCount);
}
[Test]
public void CallSimpleJobNoResult_StandardCase_CallsSuccessfully()
{
// act
_target.Call(_simpleNoResultFunction, TEST_DESCRIPTION, _callbackNoResult);
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(1, _target.WaitingQueueCount, "Expected one callback in waiting queue, count = {0}", _target.WaitingQueueCount);
}
[Test]
public void CallSimpleJobNoDescriptionOrResult_StandardCase_CallsSuccessfully()
{
// act
_target.Call(_simpleNoDescriptionOrResultFunction, _callbackNoResult);
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(1, _target.WaitingQueueCount, "Expected one callback in waiting queue, count = {0}", _target.WaitingQueueCount);
}
[Test]
public void Awake_StandardCase_CallsSuccessfully()
{
// arrange
_target.Call(_simpleFunction, TEST_DESCRIPTION, _callback);
_target.WaitForThreadedWork_TestOnly();
Assert.AreEqual(1, _target.WaitingQueueCount, $"Expected one callback in waiting queue during test set up, count = {_target.WaitingQueueCount}");
// act
_target.Awake();
// assert
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void Awake_StandardCase_NoAsyncWorkRaceConditions()
{
// arrange
_target.Call((string param) => { System.Threading.Thread.Sleep(250); }, TEST_DESCRIPTION, _callbackNoResult);
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
// act
_target.Awake();
_target.WaitForThreadedWork_TestOnly();
// assert
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void Update_StandardCase_CallsSuccessfully()
{
// arrange
_target.Call(_simpleFunction, TEST_DESCRIPTION, _callback);
_target.WaitForThreadedWork_TestOnly();
Assert.AreEqual(1, _target.WaitingQueueCount, $"Expected one callback in waiting queue during test set up, count = {_target.WaitingQueueCount}");
// act
_target.Update();
// assert
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
Assert.AreEqual(1, _callCount, "Expected callback called 1 time, count = {0}", _callCount);
}
[Test]
public void Update_WhenAndExceptionIsThrown_TheQueueIsStillCleared()
{
// arrange
_target.Call(_simpleFunction, TEST_DESCRIPTION, _callback_exception);
_target.WaitForThreadedWork_TestOnly();
Assert.AreEqual(1, _target.WaitingQueueCount, $"Expected one callback in waiting queue during test set up, count = {_target.WaitingQueueCount}");
// act
Assert.Throws<Exception>(() => _target.Update());
// assert
Assert.AreEqual(0, _target.WaitingQueueCount, $"Expected zero callbacks in waiting queue, count = {_target.WaitingQueueCount}");
}
[Test]
public void Update_WithASimpleJobNoResult_CallsSuccessfully()
{
// arrange
_target.Call(_simpleNoResultFunction, TEST_DESCRIPTION, _callbackNoResult);
_target.WaitForThreadedWork_TestOnly();
Assert.AreEqual(1, _target.WaitingQueueCount, "Expected one callback in waiting queue during test set up, count = {0}", _target.WaitingQueueCount);
// act
_target.Update();
// assert
Assert.AreEqual(0, _target.WaitingQueueCount, "Expected zero callbacks in waiting queue, count = {0}", _target.WaitingQueueCount);
Assert.AreEqual(1, _callCount, "Expected callback called 1 time, count = {0}", _callCount);
}
}
}
| 188 |
aws-gamekit-unity | aws | C# | // // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// // SPDX-License-Identifier: Apache-2.0
// System
using System;
using System.Linq;
using System.Threading;
//Unity
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
namespace Internal.Editor
{
// https://docs.unity3d.com/ScriptReference/BuildPipeline.BuildPlayer.html
public sealed class PackageBuilder : MonoBehaviour
{
private static PackRequest CURRENT_PACK_REQUEST;
public static void BuildPackage()
{
var path = EditorUtility.SaveFolderPanel("Package Destination", "", "");
if (path != null)
{
ExportPackage(path);
}
}
public static bool IsNoPackageBuildInProgress()
{
return CURRENT_PACK_REQUEST == null;
}
/// <summary>
/// Exports Unity package, using the last command line arg as the destination path.
/// </summary>
public static void ExportPackage()
{
var path = Environment.GetCommandLineArgs().Last();
ExportPackage(path);
}
private static void ExportPackage(string path)
{
Debug.LogFormat($"Exporting package to {path}");
CURRENT_PACK_REQUEST = Client.Pack("Packages/com.amazonaws.gamekit", path);
while (CURRENT_PACK_REQUEST.Status == StatusCode.InProgress)
{
Thread.Sleep(TimeSpan.FromSeconds(1));
}
switch (CURRENT_PACK_REQUEST.Status)
{
case StatusCode.Success:
Debug.Log($"Finished exporting package to {CURRENT_PACK_REQUEST.Result.tarballPath}");
CURRENT_PACK_REQUEST = null;
return;
case StatusCode.Failure:
CURRENT_PACK_REQUEST = null;
throw new Exception("Failed to create package");
default:
throw new ArgumentOutOfRangeException();
}
}
}
} | 68 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Common
{
/// <summary>
/// This class lists all the paths used by GameKit
/// </summary>
public class GameKitPaths : Singleton<GameKitPaths>, IGameKitPathsProvider
{
#region Files
public virtual string README_FILE_NAME => "README.md";
public virtual string SETTINGS_WINDOW_STATE_FILE_NAME => "SettingsWindowState.asset";
public virtual string GIT_IGNORE_FILE_NAME => ".gitignore";
public virtual string SAVE_INFO_FILE_NAME => "saveInfo.yml";
#endregion
#region Folders
public virtual string ASSETS_DATA_FOLDER_NAME => "Assets";
public virtual string PACKAGES_FOLDER_NAME => "Packages";
public virtual string GAME_KIT_FOLDER_NAME => "com.amazonaws.gamekit";
public virtual string EDITOR_FOLDER_NAME => "Editor";
public virtual string SECURITY_FOLDER_NAME => "Security";
public virtual string CERTIFICATES_FOLDER_NAME => "Certs";
public virtual string RESOURCE_FOLDER_NAME => "Resources";
public virtual string CLOUD_RESOURCES_FOLDER_NAME => "CloudResources";
public virtual string BASE_TEMPLATES_FOLDER_NAME => ".BaseTemplates";
public virtual string INSTANCE_FILES_FOLDER_NAME => "InstanceFiles";
public virtual string WINDOWS_STATE_FOLDER_NAME => "WindowState";
public virtual string GAMEKIT_ART_FOLDER => "Art";
public virtual string GAMEKIT_ICONS_FOLDER => "icons";
public virtual string PLUGINS_FOLDER_NAME => "Plugins";
public virtual string ANDROID_FOLDER_NAME => "Android";
public virtual string GAMEKIT_CONFIG_ANDROID_LIB_FOLDER_NAME => "GameKitConfig.androidlib";
public virtual string GAMEKIT_CONFIG_ASSETS_FOLDER_NAME => "assets";
public virtual string RAW_FOLDER_NAME => "raw";
public virtual string CERT_FILE_NAME => "cacert.pem";
public virtual string ANDROID_MANIFEST_FILE_NAME => "AndroidManifest.xml";
#endregion
#region ASSETS Paths
public virtual string ASSETS_RELATIVE_PATH => Path(ASSETS_DATA_FOLDER_NAME, GAME_KIT_FOLDER_NAME);
public virtual string ASSETS_FULL_PATH => CleanPath(System.IO.Path.GetFullPath(ASSETS_RELATIVE_PATH));
public virtual string ASSETS_EDITOR_RELATIVE_PATH => Path(ASSETS_RELATIVE_PATH, EDITOR_FOLDER_NAME);
public virtual string ASSETS_EDITOR_FULL_PATH => Path(ASSETS_FULL_PATH, EDITOR_FOLDER_NAME);
public virtual string ASSETS_EDITOR_RESOURCES_RELATIVE_PATH => Path(ASSETS_EDITOR_RELATIVE_PATH, RESOURCE_FOLDER_NAME);
public virtual string ASSETS_EDITOR_RESOURCES_FULL_PATH => Path(ASSETS_EDITOR_FULL_PATH, RESOURCE_FOLDER_NAME);
public virtual string ASSETS_RESOURCES_RELATIVE_PATH => Path(ASSETS_RELATIVE_PATH, RESOURCE_FOLDER_NAME);
public virtual string ASSETS_RESOURCES_FULL_PATH => Path(ASSETS_FULL_PATH, RESOURCE_FOLDER_NAME);
public virtual string ASSETS_README_RELATIVE_PATH => Path(ASSETS_RESOURCES_RELATIVE_PATH, README_FILE_NAME);
public virtual string ASSETS_EDITOR_RESOURCES_README_RELATIVE_PATH => Path(ASSETS_EDITOR_RESOURCES_RELATIVE_PATH, README_FILE_NAME);
public virtual string ASSETS_CLOUD_RESOURCES_RELATIVE_PATH => Path(ASSETS_EDITOR_RELATIVE_PATH, CLOUD_RESOURCES_FOLDER_NAME);
public virtual string ASSETS_CLOUD_RESOURCES_FULL_PATH => Path(ASSETS_EDITOR_FULL_PATH, CLOUD_RESOURCES_FOLDER_NAME);
public virtual string ASSETS_CLOUD_RESOURCES_README_RELATIVE_PATH => Path(ASSETS_CLOUD_RESOURCES_RELATIVE_PATH, README_FILE_NAME);
public virtual string ASSETS_INSTANCE_FILES_RELATIVE_PATH => Path(ASSETS_CLOUD_RESOURCES_RELATIVE_PATH, INSTANCE_FILES_FOLDER_NAME);
public virtual string ASSETS_INSTANCE_FILES_FULL_PATH => Path(ASSETS_CLOUD_RESOURCES_FULL_PATH, INSTANCE_FILES_FOLDER_NAME);
public virtual string ASSETS_INSTANCE_FILES_README_RELATIVE_PATH => Path(ASSETS_INSTANCE_FILES_RELATIVE_PATH, README_FILE_NAME);
public virtual string ASSETS_WINDOW_STATE_RELATIVE_PATH => Path(ASSETS_EDITOR_RELATIVE_PATH, WINDOWS_STATE_FOLDER_NAME);
public virtual string ASSETS_WINDOW_STATE_README_RELATIVE_PATH => Path(ASSETS_WINDOW_STATE_RELATIVE_PATH, README_FILE_NAME);
public virtual string ASSETS_SETTINGS_WINDOW_STATE_RELATIVE_PATH => Path(ASSETS_WINDOW_STATE_RELATIVE_PATH, SETTINGS_WINDOW_STATE_FILE_NAME);
public virtual string ASSETS_GIT_IGNORE_RELATIVE_PATH => Path(ASSETS_RELATIVE_PATH, GIT_IGNORE_FILE_NAME);
public virtual string ASSETS_GAMEKIT_ART_PATH => Path(ASSETS_EDITOR_RELATIVE_PATH, GAMEKIT_ART_FOLDER);
public virtual string ASSETS_GAMEKIT_ICONS_PATH => Path(ASSETS_GAMEKIT_ART_PATH, GAMEKIT_ICONS_FOLDER);
public virtual string ASSETS_GAMEKIT_ANDROID_PATH => Path(new string[] { ASSETS_RELATIVE_PATH, PLUGINS_FOLDER_NAME, ANDROID_FOLDER_NAME});
public virtual string ASSETS_GAMEKIT_RAW_RELATIVE_PATH => Path(new string[] { ASSETS_GAMEKIT_ANDROID_PATH, GAMEKIT_CONFIG_ANDROID_LIB_FOLDER_NAME, GAMEKIT_CONFIG_ASSETS_FOLDER_NAME, RAW_FOLDER_NAME });
public virtual string ASSETS_GAMEKIT_RAW_CERT_RELATIVE_PATH => Path(new string[] { ASSETS_GAMEKIT_ANDROID_PATH, GAMEKIT_CONFIG_ANDROID_LIB_FOLDER_NAME, GAMEKIT_CONFIG_ASSETS_FOLDER_NAME, RAW_FOLDER_NAME, CERT_FILE_NAME });
public virtual string ASSETS_GAMEKIT_ANDROID_MANIFEST_RELATIVE_PATH => Path(new string[] { ASSETS_GAMEKIT_ANDROID_PATH, GAMEKIT_CONFIG_ANDROID_LIB_FOLDER_NAME, ANDROID_MANIFEST_FILE_NAME });
#endregion
#region PACKAGES Paths
public virtual string PACKAGES_RELATIVE_PATH => Path(PACKAGES_FOLDER_NAME, GAME_KIT_FOLDER_NAME);
public virtual string PACKAGES_FULL_PATH => CleanPath(System.IO.Path.GetFullPath(PACKAGES_RELATIVE_PATH));
public virtual string PACKAGES_EDITOR_RELATIVE_PATH => Path(PACKAGES_RELATIVE_PATH, EDITOR_FOLDER_NAME);
public virtual string PACKAGES_EDITOR_FULL_PATH => Path(PACKAGES_FULL_PATH, EDITOR_FOLDER_NAME);
public virtual string PACKAGES_CERTIFICATES_FULL_PATH => Path(PACKAGES_FULL_PATH, SECURITY_FOLDER_NAME, CERTIFICATES_FOLDER_NAME);
public virtual string PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH => Path(PACKAGES_EDITOR_RELATIVE_PATH, RESOURCE_FOLDER_NAME);
public virtual string PACKAGES_EDITOR_RESOURCES_FULL_PATH => Path(PACKAGES_EDITOR_FULL_PATH, RESOURCE_FOLDER_NAME);
public virtual string PACKAGES_EDITOR_RESOURCES_README_RELATIVE_PATH => Path(PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, README_FILE_NAME);
public virtual string PACKAGES_RESOURCES_README_RELATIVE_PATH => Path(PACKAGES_RELATIVE_PATH, RESOURCE_FOLDER_NAME, README_FILE_NAME);
public virtual string PACKAGES_CLOUD_RESOURCES_RELATIVE_PATH => Path(PACKAGES_EDITOR_RELATIVE_PATH, CLOUD_RESOURCES_FOLDER_NAME);
public virtual string PACKAGES_CLOUD_RESOURCES_FULL_PATH => Path(PACKAGES_EDITOR_FULL_PATH, CLOUD_RESOURCES_FOLDER_NAME);
public virtual string PACKAGES_CLOUD_RESOURCES_README_RELATIVE_PATH => Path(PACKAGES_CLOUD_RESOURCES_RELATIVE_PATH, README_FILE_NAME);
public virtual string PACKAGES_BASE_TEMPLATES_RELATIVE_PATH => Path(PACKAGES_CLOUD_RESOURCES_RELATIVE_PATH, BASE_TEMPLATES_FOLDER_NAME);
public virtual string PACKAGES_BASE_TEMPLATES_FULL_PATH => Path(PACKAGES_CLOUD_RESOURCES_FULL_PATH, BASE_TEMPLATES_FOLDER_NAME);
public virtual string PACKAGES_WINDOW_STATE_README_RELATIVE_PATH => Path(PACKAGES_EDITOR_RELATIVE_PATH, WINDOWS_STATE_FOLDER_NAME, README_FILE_NAME);
public virtual string PACKAGES_INSTANCE_FILES_README_RELATIVE_PATH => Path(PACKAGES_CLOUD_RESOURCES_RELATIVE_PATH, INSTANCE_FILES_FOLDER_NAME, README_FILE_NAME);
public virtual string PACKAGES_CACERT_RELATIVE_PATH => Path(new string[] { PACKAGES_RELATIVE_PATH, SECURITY_FOLDER_NAME, CERTIFICATES_FOLDER_NAME, CERT_FILE_NAME});
public virtual string PACKAGES_GIT_IGNORE_RELATIVE_PATH => Path(PACKAGES_RELATIVE_PATH, GIT_IGNORE_FILE_NAME);
public virtual string PACKAGES_ANDROID_MANIFEST_RELATIVE_PATH => Path(new string[] { PACKAGES_RELATIVE_PATH, PLUGINS_FOLDER_NAME, ANDROID_FOLDER_NAME, GAMEKIT_CONFIG_ANDROID_LIB_FOLDER_NAME, ANDROID_MANIFEST_FILE_NAME });
#endregion
private static string Path(string path1, string path2)
{
return CleanPath(System.IO.Path.Combine(path1, path2));
}
private static string Path(string path1, string path2, string path3)
{
return CleanPath(System.IO.Path.Combine(path1, path2, path3));
}
private static string Path(string[] path)
{
return CleanPath(System.IO.Path.Combine(path));
}
private static string CleanPath(string path)
{
return path.Replace("\\", "/");
}
}
} | 113 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Common
{
/// <summary>
/// Interface for providing GameKit paths
/// </summary>
public interface IGameKitPathsProvider
{
#region Files
public string README_FILE_NAME { get; }
public string SETTINGS_WINDOW_STATE_FILE_NAME { get; }
public string GIT_IGNORE_FILE_NAME { get; }
public string SAVE_INFO_FILE_NAME { get; }
#endregion
#region Folders
public string ASSETS_DATA_FOLDER_NAME { get; }
public string PACKAGES_FOLDER_NAME { get; }
public string GAME_KIT_FOLDER_NAME { get; }
public string EDITOR_FOLDER_NAME { get; }
public string RESOURCE_FOLDER_NAME { get; }
public string CLOUD_RESOURCES_FOLDER_NAME { get; }
public string BASE_TEMPLATES_FOLDER_NAME { get; }
public string INSTANCE_FILES_FOLDER_NAME { get; }
public string WINDOWS_STATE_FOLDER_NAME { get; }
#endregion
#region ASSETS Paths
public string ASSETS_RELATIVE_PATH { get; }
public string ASSETS_FULL_PATH { get; }
public string ASSETS_EDITOR_RELATIVE_PATH { get; }
public string ASSETS_EDITOR_FULL_PATH { get; }
public string ASSETS_EDITOR_RESOURCES_RELATIVE_PATH { get; }
public string ASSETS_EDITOR_RESOURCES_FULL_PATH { get; }
public string ASSETS_RESOURCES_RELATIVE_PATH { get; }
public string ASSETS_RESOURCES_FULL_PATH { get; }
public string ASSETS_README_RELATIVE_PATH { get; }
public string ASSETS_EDITOR_RESOURCES_README_RELATIVE_PATH { get; }
public string ASSETS_CLOUD_RESOURCES_RELATIVE_PATH { get; }
public string ASSETS_CLOUD_RESOURCES_FULL_PATH { get; }
public string ASSETS_CLOUD_RESOURCES_README_RELATIVE_PATH { get; }
public string ASSETS_INSTANCE_FILES_RELATIVE_PATH { get; }
public string ASSETS_INSTANCE_FILES_FULL_PATH { get; }
public string ASSETS_INSTANCE_FILES_README_RELATIVE_PATH { get; }
public string ASSETS_WINDOW_STATE_RELATIVE_PATH { get; }
public string ASSETS_WINDOW_STATE_README_RELATIVE_PATH { get; }
public string ASSETS_SETTINGS_WINDOW_STATE_RELATIVE_PATH { get; }
public string ASSETS_GIT_IGNORE_RELATIVE_PATH { get; }
#endregion
#region PACKAGES Paths
public string PACKAGES_RELATIVE_PATH { get; }
public string PACKAGES_FULL_PATH { get; }
public string PACKAGES_EDITOR_RELATIVE_PATH { get; }
public string PACKAGES_EDITOR_FULL_PATH { get; }
public string PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH { get; }
public string PACKAGES_EDITOR_RESOURCES_FULL_PATH { get; }
public string PACKAGES_EDITOR_RESOURCES_README_RELATIVE_PATH { get; }
public string PACKAGES_RESOURCES_README_RELATIVE_PATH { get; }
public string PACKAGES_CLOUD_RESOURCES_RELATIVE_PATH { get; }
public string PACKAGES_CLOUD_RESOURCES_FULL_PATH { get; }
public string PACKAGES_CLOUD_RESOURCES_README_RELATIVE_PATH { get; }
public string PACKAGES_BASE_TEMPLATES_RELATIVE_PATH { get; }
public string PACKAGES_BASE_TEMPLATES_FULL_PATH { get; }
public string PACKAGES_WINDOW_STATE_README_RELATIVE_PATH { get; }
public string PACKAGES_INSTANCE_FILES_README_RELATIVE_PATH { get; }
public string PACKAGES_GIT_IGNORE_RELATIVE_PATH { get; }
#endregion
}
}
| 73 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Common.Models
{
/// <summary>
/// This enum describes a type of GameKit feature.
/// </summary>
public enum FeatureType : uint
{
Main,
Identity,
Authentication,
Achievements,
GameStateCloudSaving,
UserGameplayData
}
}
| 19 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEngine;
// Standard Library
using System;
using System.IO;
using System.Linq;
namespace AWS.GameKit.Common
{
/// <summary>
/// This class provides a basic implementation of IFileManager.
/// </summary>
public class FileManager : IFileManager
{
public string GetGameKitSaveDirectory()
{
return Path.GetFullPath($"{Application.persistentDataPath}/AWSGameKit");
}
public string[] ListFiles(string filePath, string searchPattern)
{
if (!Directory.Exists(filePath))
{
return Array.Empty<string>();
}
return Directory.EnumerateFiles(filePath, searchPattern).Select(file => Path.GetFullPath(file)).ToArray<string>();
}
public byte[] ReadAllBytes(string filePath)
{
return File.ReadAllBytes(filePath);
}
public void WriteAllBytes(string filePath, byte[] data)
{
// Ensure the parent directory exists - if not, create it now
FileInfo fileInfo = new FileInfo(filePath);
if (!fileInfo.Directory.Exists)
{
fileInfo.Directory.Create();
}
File.WriteAllBytes(filePath, data);
}
public long GetFileLastModifiedMilliseconds(string filePath)
{
FileInfo info = new FileInfo(filePath);
DateTimeOffset offset = new DateTimeOffset(info.LastWriteTimeUtc);
return offset.ToUnixTimeMilliseconds();
}
public void DeleteFile(string filePath)
{
File.Delete(filePath);
}
public bool FileExists(string filePath)
{
return File.Exists(filePath);
}
}
}
| 69 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// AWS GameKit
using AWS.GameKit.Common.Models;
namespace AWS.GameKit.Common
{
/// <summary>
/// Manages common file access patterns for AWS GameKit samples.
/// </summary>
public interface IFileManager
{
/// <summary>
/// Gets the directory used by GameKit to store any metadata, should be broken down further according to your use-case.
/// </summary>
/// <returns>The file path for the GameKit save directory.</returns>
public string GetGameKitSaveDirectory();
/// <summary>
/// Enumerates all files in a directory with a name that matches the provided pattern.
/// </summary>
/// <param name="filePath">The relative or absolute path to the directory to search.</param>
/// <param name="pattern">The search pattern to match against file names in the specified path. Allows literal characters, as well as * and ? wildcards.</param>
/// <returns>An array of matching file names within the specified directory.</returns>
public string[] ListFiles(string filePath, string pattern);
/// <summary>
/// Reads the contents of the specified file into a byte array.
/// </summary>
/// <param name="filePath">The absolute or relative path to the file.</param>
/// <returns>The raw contents of the file, in the form of a byte array.</returns>
public byte[] ReadAllBytes(string filePath);
/// <summary>
/// Writes the contents of the provided byte array to the specified file.
/// </summary>
/// <param name="filePath">The absolute or relative path to the file.</param>
/// <param name="data">The raw data to be written to the file.</param>
public void WriteAllBytes(string filePath, byte[] data);
/// <summary>
/// Gets the Linux epoch time that the file was last modified in milliseconds.
/// </summary>
/// <param name="filePath">The absolute or relative path to the file.</param>
/// <returns>Epoch time when the file was last modified, in milliseconds</returns>
public long GetFileLastModifiedMilliseconds(string filePath);
/// <summary>
/// Deletes the specified file.
/// </summary>
/// <param name="filePath">The absolute or relative path to the file.</param>
public void DeleteFile(string filePath);
/// <summary>
/// Checks if the specified file exists.
/// </summary>
/// <param name="filePath">The absolute or relative path to the file.</param>
/// <returns>True if the file specified exists, false otherwise.</returns>
public bool FileExists(string filePath);
}
}
| 63 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
namespace AWS.GameKit.Common
{
/// <summary>
/// Utility class that wraps class T in a singleton pattern. Use Get() to initialize and return an instance of the wrapped class.
/// </summary>
public abstract class Singleton<T> where T : new()
{
private static Lazy<T> _instance = new Lazy<T>();
/// <summary>
/// Instantiates a class of type T if it has not already been instantiated, then returns the pointer to that instance.
/// </summary>
/// <return>The instance of class T</return>
public static T Get()
{
return _instance.Value;
}
/// <summary>
/// Gets the current initialized state of the held singleton.
/// </summary>
/// <remarks>To initialize, call Get().</remarks>
/// <return>True if the instance is initialized.</return>
public static bool IsInitialized()
{
return _instance.IsValueCreated;
}
}
}
| 36 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.Collections.Generic;
using System.IO;
// Unity
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
// GameKit
using AWS.GameKit.Common;
using AWS.GameKit.Editor.Core;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Windows.QuickAccess;
using AWS.GameKit.Editor.Windows.Settings;
using AWS.GameKit.Runtime;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Features.GameKitAchievements;
using AWS.GameKit.Runtime.Features.GameKitGameSaving;
using AWS.GameKit.Runtime.Features.GameKitIdentity;
using AWS.GameKit.Runtime.Features.GameKitUserGameplayData;
using AWS.GameKit.Runtime.FeatureUtils;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor
{
[InitializeOnLoad]
public class GameKitEditorManager : Singleton<GameKitEditorManager>
{
public SettingsController SettingsWindowController { get; }
public QuickAccessController QuickAccessWindowController { get; }
public bool CredentialsSubmitted = false;
private readonly GameKitManager _gameKitManager;
private readonly FeatureResourceManager _featureResourceManager;
private readonly CredentialsManager _credentialsManager;
private readonly FeatureDeploymentOrchestrator _featureDeploymentOrchestrator;
private readonly Threader _threader = new Threader();
private bool _isReady = false;
/// <summary>
/// Initialize the GameKitEditorManager singleton and bootstrap the AWS GameKit package.<br/><br/>
///
/// This static constructor is called whenever the scripts are recompiled (also known as a Domain Reload).<br/>
/// This happens when Unity first loads, when scripts are re-compiled, and when entering Play Mode.<br/><br/>
///
/// For more details, see: https://docs.unity3d.com/ScriptReference/InitializeOnLoadAttribute.html
/// </summary>
static GameKitEditorManager()
{
// Create the singleton instance
Get();
}
/// <summary>
/// Create a new GameKitEditorManager and bootstrap the AWS GameKit package.
/// </summary>
public GameKitEditorManager()
{
// validate that the Asset folder file structure is set up correctly
CreateNeededFolders();
CopyInitialAssetFiles();
// This calls the static Update method several times a minute
EditorApplication.update += Update;
// Declare and initialize class fields
_gameKitManager = Singleton<GameKitManager>.Get();
_featureResourceManager = new FeatureResourceManager(CoreWrapper.Get(), GameKitPaths.Get(), _threader);
_credentialsManager = new CredentialsManager();
_featureDeploymentOrchestrator = new FeatureDeploymentOrchestrator(_featureResourceManager.Paths.PACKAGES_BASE_TEMPLATES_FULL_PATH, _featureResourceManager.Paths.ASSETS_INSTANCE_FILES_FULL_PATH);
// Handle initial saveInfo.yml logic
BootstrapExistingState();
// Post-bootstrap member initialization
AchievementsAdmin.AchievementsAdmin achievementsAdmin = GameKitFeature<AchievementsAdmin.AchievementsAdmin>.Get();
achievementsAdmin.Initialize(_featureResourceManager, _credentialsManager);
_gameKitManager.AddEditorOnlyFeature(achievementsAdmin);
SettingsDependencyContainer settingsDependencyContainer = new SettingsDependencyContainer
{
// Editor
GameKitEditorManager = this,
CredentialsManager = _credentialsManager,
// Runtime
GameKitManager = _gameKitManager,
CoreWrapper = CoreWrapper.Get(),
FileManager = new FileManager(),
// Feature management
FeatureResourceManager = _featureResourceManager,
FeatureDeploymentOrchestrator = _featureDeploymentOrchestrator,
// Features
Achievements = GameKitFeature<Achievements>.Get(),
AchievementsAdmin = achievementsAdmin,
GameSaving = GameKitFeature<GameSaving>.Get(),
Identity = GameKitFeature<Identity>.Get(),
UserGameplayData = GameKitFeature<UserGameplayData>.Get(),
// User State
UserInfo = new UserInfo(),
// Events
OnEnvironmentOrRegionChange = new UnityEvent()
};
SettingsWindowController = new SettingsController(settingsDependencyContainer);
QuickAccessWindowController = new QuickAccessController(SettingsWindowController, settingsDependencyContainer);
// Declare the GameKitEditorContext to be in a ready to use state
_isReady = true;
}
/// <summary>
/// Execute the callback functions queued by Threader
/// </summary>
public void Update()
{
// do not execute while the application is running
if (!Application.isPlaying)
{
// Validate that the GameKitRuntimeManager script is present and active
GameKitRuntimeManager.KeepGameKitObjectAlive();
}
// force update to be called more frequently in editor mode
EditorApplication.delayCall += EditorApplication.QueuePlayerLoopUpdate;
if (_isReady)
{
_threader.Update();
_featureDeploymentOrchestrator.Update();
SettingsWindowUpdateController.Update();
}
}
/// <summary>
/// Create feature resource manager and bootstrap account
/// </summary>
/// <param name="saveInfoFile">File path location of the saveInfo.yml file</param>
public void PopulateInformation(string saveInfoFile)
{
string gameName = Path.GetFileName(Path.GetDirectoryName(saveInfoFile));
_featureResourceManager.SetGameName(gameName);
// Create accountDetails which will be used to populate accountInfo and accountCredentials using SetAccountDetails
AccountDetails accountDetails = new AccountDetails();
accountDetails.GameName = gameName;
accountDetails.Environment = _featureResourceManager.GetLastUsedEnvironment();
accountDetails.Region = _featureResourceManager.GetLastUsedRegion();
// CredentialsManager retrieves access key and secret key based on the game and environment
_credentialsManager.SetGameName(accountDetails.GameName);
_credentialsManager.SetEnv(accountDetails.Environment);
// Populate accountDetails with the keys generated by the credentialsManager
// and the accountId retrieved using featureResourceManager
if (!_credentialsManager.CheckAwsProfileExists(accountDetails.GameName, accountDetails.Environment))
{
Debug.LogWarning(L10n.Tr($"The credentials associated with the last used environment, {accountDetails.Environment}, for {accountDetails.GameName} could not be found. It is possible they have been deleted from the ~/.aws/credentials file."));
return;
}
accountDetails.AccessKey = _credentialsManager.GetAccessKey();
accountDetails.AccessSecret = _credentialsManager.GetSecretAccessKey();
GetAWSAccountIdDescription accountCredentials;
accountCredentials.AccessKey = accountDetails.AccessKey;
accountCredentials.AccessSecret = accountDetails.AccessSecret;
StringCallbackResult result = CoreWrapper.Get().GetAWSAccountId(accountCredentials);
if (result.ResultCode != GameKitErrors.GAMEKIT_SUCCESS)
{
Debug.LogError("AWS Account ID could not be retrieved, this may be due to the IAM role for your last used environment being changed or deleted.");
return;
}
accountDetails.AccountId = result.ResponseValue;
_featureResourceManager.SetAccountDetails(accountDetails);
}
/// <summary>
/// Reload all feature settings for all settings tabs that exist in session
/// </summary>
public void ReloadAllFeatureSettings()
{
foreach (var featureSettingsTab in FeatureSettingsTab.FeatureSettingsTabsInstances)
{
featureSettingsTab.ReloadFeatureSettings();
}
}
/// <summary>
/// Create feature resource manager and bootstrap account
/// </summary>
private void BootstrapExistingState()
{
string instanceFilesFolder = _featureResourceManager.Paths.ASSETS_INSTANCE_FILES_RELATIVE_PATH;
ICollection<string> saveInfoFiles = Directory.GetFiles(instanceFilesFolder, GameKitPaths.Get().SAVE_INFO_FILE_NAME, SearchOption.AllDirectories);
if (saveInfoFiles.Count <= 0)
{
return;
}
IEnumerator<string> itr = saveInfoFiles.GetEnumerator();
itr.MoveNext();
// Call PopulateInformation Asynchronously
_threader.Call(PopulateInformation, itr.Current, () =>
{
// The following code needs to be run on Unity's main thread because it calls AssetDatabase.ImportAsset() and uses Application.dataPath.
// Copy over the config file in case Unity was closed during a feature deployment
_gameKitManager.CopyAndReloadConfigFile(_featureResourceManager.GetGameName(), _featureResourceManager.GetLastUsedEnvironment());
Debug.Log("GameKitEditorContext::PopulateInformation completed");
});
}
private static void CreateNeededFolders()
{
// Make sure gamekit assets folder(s) exists.
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(GameKitPaths.Get().ASSETS_DATA_FOLDER_NAME, GameKitPaths.Get().GAME_KIT_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_RESOURCES_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(GameKitPaths.Get().ASSETS_RELATIVE_PATH, GameKitPaths.Get().RESOURCE_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_EDITOR_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(GameKitPaths.Get().ASSETS_RELATIVE_PATH, GameKitPaths.Get().EDITOR_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_EDITOR_RESOURCES_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(Path.Combine(GameKitPaths.Get().ASSETS_EDITOR_RELATIVE_PATH), GameKitPaths.Get().RESOURCE_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_WINDOW_STATE_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(Path.Combine(GameKitPaths.Get().ASSETS_EDITOR_RELATIVE_PATH), GameKitPaths.Get().WINDOWS_STATE_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_CLOUD_RESOURCES_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(GameKitPaths.Get().ASSETS_EDITOR_RELATIVE_PATH, GameKitPaths.Get().CLOUD_RESOURCES_FOLDER_NAME);
}
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_INSTANCE_FILES_RELATIVE_PATH))
{
AssetDatabase.CreateFolder(GameKitPaths.Get().ASSETS_CLOUD_RESOURCES_RELATIVE_PATH, GameKitPaths.Get().INSTANCE_FILES_FOLDER_NAME);
}
#if UNITY_ANDROID
if (!AssetDatabase.IsValidFolder(GameKitPaths.Get().ASSETS_GAMEKIT_RAW_RELATIVE_PATH))
{
// Recursively create all the directories up to raw folder
Directory.CreateDirectory(GameKitPaths.Get().ASSETS_GAMEKIT_RAW_RELATIVE_PATH);
}
#endif
}
private static void CopyInitialAssetFiles()
{
// Copy readme files if they don't yet exist
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_README_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_RESOURCES_README_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_README_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_EDITOR_RESOURCES_README_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_README_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_EDITOR_RESOURCES_README_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_GIT_IGNORE_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_GIT_IGNORE_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_GIT_IGNORE_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_CLOUD_RESOURCES_README_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_CLOUD_RESOURCES_README_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_CLOUD_RESOURCES_README_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_WINDOW_STATE_README_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_WINDOW_STATE_README_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_WINDOW_STATE_README_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_INSTANCE_FILES_README_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_INSTANCE_FILES_README_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_INSTANCE_FILES_README_RELATIVE_PATH);
}
#if UNITY_ANDROID
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_GAMEKIT_RAW_CERT_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_CACERT_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_GAMEKIT_RAW_CERT_RELATIVE_PATH);
}
if (!File.Exists(Path.GetFullPath(GameKitPaths.Get().ASSETS_GAMEKIT_ANDROID_MANIFEST_RELATIVE_PATH)))
{
AssetDatabase.CopyAsset(GameKitPaths.Get().PACKAGES_ANDROID_MANIFEST_RELATIVE_PATH,
GameKitPaths.Get().ASSETS_GAMEKIT_ANDROID_MANIFEST_RELATIVE_PATH);
}
#endif
}
}
}
| 335 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.Utils;
namespace AWS.GameKit.Editor
{
/// <summary>
/// The "AWS GameKit" dropdown menu found along the top toolbar (alongside File, Edit, Assets, etc.).
/// </summary>
public static class ToolbarMenu
{
/// <summary>
/// Names of the items in the dropdown menu.
/// </summary>
private static class ItemNames
{
public const string QUICK_ACCESS = AWS_GAMEKIT + "/QuickAccess";
public const string SETTINGS = AWS_GAMEKIT + "/Settings";
public const string DOCUMENTATION = AWS_GAMEKIT + "/Documentation";
private const string AWS_GAMEKIT = "AWS GameKit";
}
/// <summary>
/// Sort order of the items in the dropdown menu. The menu is sorted in ascending order.
/// </summary>
private static class ItemPriorities
{
private const int TOP_OF_LIST = 0;
// Unity adds a divider between menu items when their priority is more than 10 apart.
private const int ADD_DIVIDER = 11;
// First group
public const int QUICK_ACCESS = TOP_OF_LIST;
public const int SETTINGS = QUICK_ACCESS + 1;
// Second group
public const int DOCUMENTATION = ADD_DIVIDER + SETTINGS;
}
[MenuItem(ItemNames.QUICK_ACCESS, priority = ItemPriorities.QUICK_ACCESS)]
public static void OpenQuickAccess()
{
GameKitEditorManager.Get().QuickAccessWindowController.GetOrCreateQuickAccessWindow();
}
[MenuItem(ItemNames.SETTINGS, priority = ItemPriorities.SETTINGS)]
public static void OpenSettings()
{
GameKitEditorManager.Get().SettingsWindowController.GetOrCreateSettingsWindow();
}
[MenuItem(ItemNames.DOCUMENTATION, priority = ItemPriorities.DOCUMENTATION)]
public static void OpenDocumentation()
{
Application.OpenURL(DocumentationURLs.GAMEKIT_HOME);
}
}
}
| 67 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Core;
using AWS.GameKit.Runtime.FeatureUtils;
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.AchievementsAdmin
{
/// <summary>
/// Provides administrative methods for managing a game's Achievements (ex: creating new achievements, tweaking existing achievements, etc.).<br/><br/>
/// </summary>
public class AchievementsAdmin : GameKitFeatureBase<AchievementsAdminWrapper>, IAchievementsAdminProvider
{
public override FeatureType FeatureType => FeatureType.Achievements;
/// <summary>
/// Call to get an instance of the GameKit AchievementsAdmin feature.
/// </summary>
/// <returns>An instance of the AchievementsAdmin feature that can be used to call AchievementsAdmin related methods.</returns>
public static AchievementsAdmin Get()
{
return GameKitFeature<AchievementsAdmin>.Get();
}
/// <summary>
/// Initialize this class. This must be called before calling any of the <see cref="AchievementsAdmin"/> APIs, otherwise an <see cref="InvalidOperationException"/> will be thrown.
/// </summary>
public void Initialize(FeatureResourceManager featureResourceManager, CredentialsManager credentialsManager)
{
Feature.Initialize(featureResourceManager, credentialsManager);
}
/// <summary>
/// Lists non-hidden achievements, and will call delegates after every page.<br/><br/>
///
/// Secret achievements will be included, and developers will be responsible for processing those as they see fit.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_NO_ID_TOKEN: The player is not logged in. You must login the player through the Identity and Authentication feature (AwsGameKitIdentity) before calling this method.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// </summary>
/// <param name="listAchievementsDesc">Object containing call preferences</param>
/// <param name="callback">Delegate that is called while the function is executing, once for each page of achievements</param>
/// <param name="onCompleteCallback">Delegate that is called once the function has finished executing</param>
public void ListAchievementsForGame(ListAchievementsDesc listAchievementsDesc, Action<AchievementListResult> callback, Action<uint> onCompleteCallback)
{
Call(Feature.AdminListAchievements, listAchievementsDesc, callback, onCompleteCallback);
}
/// <summary>
/// Add all achievements passed to the games dynamoDB achievements table.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_ACHIEVEMENTS_ICON_UPLOAD_FAILED: Was unable to take the local path given of an image and upload it to S3.<br/>
/// - GAMEKIT_ERROR_REGION_CODE_CONVERSION_FAILED: The current region isn't in our template of shorthand region codes, unknown if the region is supported.<br/>
/// - GAMEKIT_ERROR_SIGN_REQUEST_FAILED: Was unable to sign the internal http request with account credentials and info, possibly because they do not have sufficient permissions.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// </summary>
/// <param name="addAchievementDesc">Object containing a list of achievements to add</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void AddAchievementsForGame(AddAchievementDesc addAchievementDesc, Action<uint> callback)
{
Call(Feature.AdminAddAchievements, addAchievementDesc, callback);
}
/// <summary>
/// Deletes the set of achievements metadata from the game's DynamoDB.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_REGION_CODE_CONVERSION_FAILED: The current region isn't in our template of shorthand region codes, unknown if the region is supported.<br/>
/// - GAMEKIT_ERROR_SIGN_REQUEST_FAILED: Was unable to sign the internal http request with account credentials and info, possibly because they do not have sufficient permissions.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// - GAMEKIT_ERROR_ACHIEVEMENTS_PAYLOAD_TOO_LARGE: The argument list is too large to pass as a query string parameter.<br/>
/// </summary>
/// <param name="deleteAchievementsDesc">Object containing a list of achievement identifiers to delete</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void DeleteAchievementsForGame(DeleteAchievementsDesc deleteAchievementsDesc, Action<uint> callback)
{
Call(Feature.AdminDeleteAchievements, deleteAchievementsDesc, callback);
}
/// <summary>
/// Changes the credentials used to sign requests and retrieve session tokens for admin requests.<br/><br/>
///
/// No result delegate as this isn't a blocking method, only possible failure is an invalid region code which will be logged.
/// </summary>
/// <param name="changeCredentialsDesc">Object containing information about the new credentials and the account</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void ChangeCredentials(ChangeCredentialsDesc changeCredentialsDesc, Action<uint> callback)
{
Call(Feature.ChangeCredentials, changeCredentialsDesc, callback);
}
/// <summary>
/// Checks whether the passed in ID has invalid characters or length.<br/><br/>
///
/// No result delegate as this isn't a blocking method.
/// </summary>
/// <param name="achievementId">achievement identifier to validate</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void IsAchievementIdValid(string achievementId, Action<bool> callback)
{
Call(Feature.IsAchievementIdValid, achievementId, callback);
}
/// <summary>
/// Gets the AWS CloudFront url which all achievement icons for this game/environment can be accessed from.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.
/// </summary>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void GetAchievementIconBaseUrl(Action<StringCallbackResult> callback)
{
Call(Feature.GetAchievementIconsBaseUrl, callback);
}
}
} | 130 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Runtime.InteropServices;
// Third Party
using Newtonsoft.Json;
namespace AWS.GameKit.Editor.AchievementsAdmin
{
[StructLayout(LayoutKind.Sequential)]
public struct AccountCredentials
{
public string Region;
public string AccessKey;
public string AccessSecret;
public string AccountId;
public static implicit operator AccountCredentials(Runtime.Models.AccountCredentials accountCredentials)
{
return new AccountCredentials()
{
Region = accountCredentials.Region,
AccessKey = accountCredentials.AccessKey,
AccessSecret = accountCredentials.AccessSecret,
AccountId = accountCredentials.AccountId
};
}
};
[StructLayout(LayoutKind.Sequential)]
public struct AccountInfo
{
public string Environment;
public string AccountId;
public string CompanyName;
public string GameName;
public static implicit operator AccountInfo(Runtime.Models.AccountInfo accountInfo)
{
return new AccountInfo()
{
Environment = accountInfo.Environment,
AccountId = accountInfo.AccountId,
CompanyName = accountInfo.CompanyName,
GameName = accountInfo.GameName
};
}
};
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct AdminAchievement
{
[JsonProperty("achievement_id")]
public string AchievementId;
[JsonProperty("title")]
public string Title;
[JsonProperty("locked_description")]
public string LockedDescription;
[JsonProperty("unlocked_description")]
public string UnlockedDescription;
[JsonProperty("locked_icon_url")]
public string LockedIcon;
[JsonProperty("unlocked_icon_url")]
public string UnlockedIcon;
[JsonProperty("max_value")]
public uint RequiredAmount;
[JsonProperty("points")]
public uint Points;
[JsonProperty("order_number")]
public uint OrderNumber;
[JsonProperty("is_stateful")]
[MarshalAs(UnmanagedType.U1)]
public bool IsStateful;
[JsonProperty("is_secret")]
[MarshalAs(UnmanagedType.U1)]
public bool IsSecret;
[JsonProperty("is_hidden")]
[MarshalAs(UnmanagedType.U1)]
public bool IsHidden;
};
public struct AccountDesc
{
public AccountCredentials Credentials;
public AccountInfo Info;
}
public struct ListAchievementsDesc
{
public uint PageSize;
public bool WaitForAllPages;
}
public struct AddAchievementDesc
{
public AdminAchievement[] Achievements;
public uint BatchSize;
}
public struct DeleteAchievementsDesc
{
public string[] AchievementIdentifiers;
public uint BatchSize;
}
public struct ChangeCredentialsDesc
{
public AccountCredentials AccountCredentials;
public AccountInfo AccountInfo;
}
[Serializable]
public class AchievementListResult
{
[JsonProperty("achievements")]
public AdminAchievement[] Achievements;
}
} | 133 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Runtime.InteropServices;
// GameKit
using AWS.GameKit.Editor.Core;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.FeatureUtils;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
// Third Party
using Newtonsoft.Json;
namespace AWS.GameKit.Editor.AchievementsAdmin
{
/// <summary>
/// Achievements Admin wrapper for GameKit C++ SDK calls
/// </summary>
public class AchievementsAdminWrapper : GameKitFeatureWrapperBase
{
// Select the correct source path based on the platform
#if UNITY_IPHONE && !UNITY_EDITOR
private const string IMPORT = "__Internal";
#else
private const string IMPORT = "aws-gamekit-achievements";
#endif
// Dependencies
private FeatureResourceManager _featureResourceManager;
private CredentialsManager _credentialsManager;
// DLL loading
[DllImport(IMPORT)] private static extern IntPtr GameKitAdminAchievementsInstanceCreateWithSessionManager(IntPtr sessionManager, string baseTemplatesFolder, AccountCredentials accountCredentials, AccountInfo accountInfo, FuncLoggingCallback logCb);
[DllImport(IMPORT)] private static extern void GameKitAdminAchievementsInstanceRelease(IntPtr achievementsInstance);
[DllImport(IMPORT)] private static extern uint GameKitAdminListAchievements(IntPtr achievementsInstance, uint pageSize, bool waitForAllPages, IntPtr dispatchReceiver, FuncStringCallback responseCallback);
[DllImport(IMPORT)] private static extern uint GameKitAdminAddAchievements(IntPtr achievementsInstance, AdminAchievement[] achievements, uint batchSize);
[DllImport(IMPORT)] private static extern uint GameKitAdminDeleteAchievements(IntPtr achievementsInstance, string[] achievementIdentifiers, uint batchSize);
[DllImport(IMPORT)] private static extern uint GameKitGetAchievementIconsBaseUrl(IntPtr achievementsInstance, IntPtr dispatchReceiver, FuncStringCallback responseCallback);
[DllImport(IMPORT)] private static extern bool GameKitIsAchievementIdValid(string achievementId);
[DllImport(IMPORT)] private static extern uint GameKitAdminCredentialsChanged(IntPtr achievementsInstance, AccountCredentials accountCredentials, AccountInfo accountInfo);
/// <summary>
/// Initialize Achievements wrapper
/// </summary>
/// <param name="featureResourceManager">Feature resource manager instance.</param>
/// <param name="credentialsManager">Credentials manager instance.</param>
public void Initialize(FeatureResourceManager featureResourceManager, CredentialsManager credentialsManager)
{
_featureResourceManager = featureResourceManager;
_credentialsManager = credentialsManager;
}
/// <summary>
/// Checks if Achievement ID is valid.
/// </summary>
/// <param name="achievementId">ID of the achievement to check.</param>
/// <returns>True if valid, false if not</returns>
public bool IsAchievementIdValid(string achievementId)
{
return DllLoader.TryDll(() => GameKitIsAchievementIdValid(achievementId), nameof(GameKitIsAchievementIdValid), false);
}
/// <summary>
/// Changes credentials to the indicated ones.
/// </summary>
/// <param name="changeCredentialsDesc">New credentials.</param>
/// <returns>A GameKit status code indicating the result of the API call.</returns>
public uint ChangeCredentials(ChangeCredentialsDesc changeCredentialsDesc)
{
return DllLoader.TryDll(() => GameKitAdminCredentialsChanged(
GetInstance(),
changeCredentialsDesc.AccountCredentials,
changeCredentialsDesc.AccountInfo),
nameof(GameKitAdminCredentialsChanged),
GameKitErrors.GAMEKIT_ERROR_GENERAL);
}
/// <summary>
/// Lists all the metadata for every achievement for the current game and environment
/// </summary>
/// <param name="listAchievementsDesc">Struct indicates the number of records to scan or if it should retrieve all items.</param>
/// <param name="resultCallback">Callback for the list of achievements.</param>
/// <returns>A GameKit status code indicating the result of the API call.</returns>
public uint AdminListAchievements(ListAchievementsDesc listAchievementsDesc, Action<AchievementListResult> resultCallback)
{
return DllLoader.TryDll(resultCallback, (IntPtr dispatchReceiver) => GameKitAdminListAchievements(
GetInstance(),
listAchievementsDesc.PageSize,
listAchievementsDesc.WaitForAllPages,
dispatchReceiver,
AchievementListFromRecurringStringCallback), nameof(GameKitAdminListAchievements), GameKitErrors.GAMEKIT_ERROR_GENERAL);
}
/// <summary>
/// Adds or updates the achievements in the backend for the current game and environment to have new metadata items.
/// </summary>
/// <param name="addAchievementDesc">Contains the list of achievements to add and the batch size.</param>
/// <returns>A GameKit status code indicating the result of the API call.</returns>
public uint AdminAddAchievements(AddAchievementDesc addAchievementDesc)
{
return DllLoader.TryDll(() => GameKitAdminAddAchievements(
GetInstance(),
addAchievementDesc.Achievements,
addAchievementDesc.BatchSize), nameof(GameKitAdminAddAchievements), GameKitErrors.GAMEKIT_ERROR_GENERAL);
}
/// <summary>
/// Deletes the achievements in the backend for the current game and environment specified ID's.
/// </summary>
/// <param name="deleteAchievementsDesc">Contains the achievement ids and batch size.</param>
/// <returns>A GameKit status code indicating the result of the API call.</returns>
public uint AdminDeleteAchievements(DeleteAchievementsDesc deleteAchievementsDesc)
{
return DllLoader.TryDll(() => GameKitAdminDeleteAchievements(
GetInstance(),
deleteAchievementsDesc.AchievementIdentifiers,
deleteAchievementsDesc.BatchSize), nameof(GameKitAdminDeleteAchievements), GameKitErrors.GAMEKIT_ERROR_GENERAL);
}
/// <summary>
/// Retrieve base url for achievement icons.
/// </summary>
/// <returns>StringCallback with base url and GameKit status code indicating the result of the API call.</returns>
public StringCallbackResult GetAchievementIconsBaseUrl()
{
StringCallbackResult result = new StringCallbackResult();
uint status = DllLoader.TryDll(result, (IntPtr dispatchReceiver) => GameKitGetAchievementIconsBaseUrl(GetInstance(), dispatchReceiver, GameKitCallbacks.StringCallback), nameof(GameKitGetAchievementIconsBaseUrl), GameKitErrors.GAMEKIT_ERROR_GENERAL);
result.ResultCode = status;
return result;
}
protected override IntPtr Create(IntPtr sessionManager, FuncLoggingCallback logCb)
{
if (string.IsNullOrEmpty(_featureResourceManager.GetAccountInfo().AccountId))
{
throw new InvalidOperationException($"Cannot call {nameof(GameKitAdminAchievementsInstanceCreateWithSessionManager)}. AWS credentials need to be submitted first. This indicates an {nameof(AdminAchievement)} API is being called too early.");
}
AccountDesc account = new AccountDesc()
{
Credentials = _featureResourceManager.GetAccountCredentials(),
Info = _featureResourceManager.GetAccountInfo()
};
string baseTemplatesFolder = _featureResourceManager.Paths.PACKAGES_BASE_TEMPLATES_FULL_PATH;
return DllLoader.TryDll<IntPtr>(() => GameKitAdminAchievementsInstanceCreateWithSessionManager(sessionManager, baseTemplatesFolder, account.Credentials, account.Info, logCb), nameof(GameKitAdminAchievementsInstanceCreateWithSessionManager), IntPtr.Zero);
}
protected override void Release(IntPtr instance)
{
DllLoader.TryDll(() => GameKitAdminAchievementsInstanceRelease(instance), nameof(GameKitAdminAchievementsInstanceRelease));
}
[AOT.MonoPInvokeCallback(typeof(FuncStringCallback))]
private static void AchievementListFromRecurringStringCallback(IntPtr dispatchReceiver, string responseValue)
{
// parse the string response
AchievementListResult result = JsonConvert.DeserializeObject<JsonResponse<AchievementListResult>>(responseValue).data;
// get a handle to the result callback from the dispatch receiver
Action<AchievementListResult> resultCallback = Marshaller.GetDispatchObject<Action<AchievementListResult>>(dispatchReceiver);
// call the callback and pass it the result
resultCallback(result);
}
}
} | 174 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.AchievementsAdmin
{
/// <summary>
/// Interface for the AWS GameKit Achievements feature's admin APIs.
/// </summary>
public interface IAchievementsAdminProvider
{
/// <summary>
/// Lists non-hidden achievements, and will call delegates after every page.<br/><br/>
///
/// Secret achievements will be included, and developers will be responsible for processing those as they see fit.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_NO_ID_TOKEN: The player is not logged in. You must login the player through the Identity and Authentication feature (AwsGameKitIdentity) before calling this method.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// </summary>
/// <param name="listAchievementsDesc">Object containing call preferences</param>
/// <param name="callback">Delegate that is called while the function is executing, once for each page of achievements</param>
/// <param name="onCompleteCallback">Delegate that is called once the function has finished executing</param>
public void ListAchievementsForGame(ListAchievementsDesc listAchievementsDesc, Action<AchievementListResult> callback, Action<uint> onCompleteCallback);
/// <summary>
/// Add all achievements passed to the games dynamoDB achievements table.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_ACHIEVEMENTS_ICON_UPLOAD_FAILED: Was unable to take the local path given of an image and upload it to S3.<br/>
/// - GAMEKIT_ERROR_REGION_CODE_CONVERSION_FAILED: The current region isn't in our template of shorthand region codes, unknown if the region is supported.<br/>
/// - GAMEKIT_ERROR_SIGN_REQUEST_FAILED: Was unable to sign the internal http request with account credentials and info, possibly because they do not have sufficient permissions.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// </summary>
/// <param name="addAchievementDesc">Object containing a list of achievements to add</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void AddAchievementsForGame(AddAchievementDesc addAchievementDesc, Action<uint> callback);
/// <summary>
/// Deletes the set of achievements metadata from the game's DynamoDB.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_REGION_CODE_CONVERSION_FAILED: The current region isn't in our template of shorthand region codes, unknown if the region is supported.<br/>
/// - GAMEKIT_ERROR_SIGN_REQUEST_FAILED: Was unable to sign the internal http request with account credentials and info, possibly because they do not have sufficient permissions.<br/>
/// - GAMEKIT_ERROR_HTTP_REQUEST_FAILED: The backend HTTP request failed. Check the logs to see what the HTTP response code was.<br/>
/// - GAMEKIT_ERROR_PARSE_JSON_FAILED: The backend returned a malformed JSON payload. This should not happen. If it does, it indicates there is a bug in the backend code.
/// </summary>
/// <param name="deleteAchievementsDesc">Object containing a list of achievement identifiers to delete</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void DeleteAchievementsForGame(DeleteAchievementsDesc deleteAchievementsDesc, Action<uint> callback);
/// <summary>
/// Changes the credentials used to sign requests and retrieve session tokens for admin requests.<br/><br/>
///
/// No result delegate as this isn't a blocking method, only possible failure is an invalid region code which will be logged.
/// </summary>
/// <param name="changeCredentialsDesc">Object containing information about the new credentials and the account</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void ChangeCredentials(ChangeCredentialsDesc changeCredentialsDesc, Action<uint> callback);
/// <summary>
/// Checks whether the passed in ID has invalid characters or length.<br/><br/>
///
/// No result delegate as this isn't a blocking method.
/// </summary>
/// <param name="achievementId">achievement identifier to validate</param>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void IsAchievementIdValid(string achievementId, Action<bool> callback);
/// <summary>
/// Gets the AWS CloudFront url which all achievement icons for this game/environment can be accessed from.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.
/// </summary>
/// <param name="callback">Delegate that is called once the function has finished executing</param>
public void GetAchievementIconBaseUrl(Action<StringCallbackResult> callback);
}
} | 89 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.IO;
// Unity
using UnityEditor;
using UnityEditor.Callbacks;
#if UNITY_IOS // Unity iOS is for Editor mode
using UnityEditor.iOS.Xcode;
#endif
// GameKit
using AWS.GameKit.Common;
namespace AWS.GameKit.Editor
{
/// <summary>
/// This class describes steps to be taken after the player is built.
/// </summary>
public class PostBuild
{
private const string CERTIFICATES_BUILD_PATH = "Data/Security/Certs/";
/// <summary>
/// Post build step for a specific target.
/// </summary>
/// <param name="target">The target to perform the post build step for.</param>
/// <param name="pathToBuiltProject">Path to the built project.</param>
[PostProcessBuild]
public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject)
{
if (target == BuildTarget.iOS)
OnPostprocessBuildIOS(pathToBuiltProject);
}
private static void OnPostprocessBuildIOS(string pathToBuiltProject)
{
#if UNITY_IOS // Unity iOS is for Editor mode
string xcodeProjectPath = PBXProject.GetPBXProjectPath(pathToBuiltProject);
PBXProject xcodeProject = new PBXProject();
xcodeProject.ReadFromString(File.ReadAllText(xcodeProjectPath));
string unityFrameworkTarget = xcodeProject.GetUnityFrameworkTargetGuid();
Directory.CreateDirectory(Path.Combine(pathToBuiltProject, CERTIFICATES_BUILD_PATH));
string[] certificatesToCopy = new string[]
{
"cacert.pem"
};
for(int i = 0 ; i < certificatesToCopy.Length ; ++i)
{
string srcPath = Path.Combine(GameKitPaths.Get().PACKAGES_CERTIFICATES_FULL_PATH, certificatesToCopy[i]);
string dstLocalPath = CERTIFICATES_BUILD_PATH + certificatesToCopy[i];
string dstPath = Path.Combine(pathToBuiltProject, dstLocalPath);
File.Copy(srcPath, dstPath, true);
}
// Compile with the newest version of libz xcode has available
xcodeProject.AddBuildProperty(unityFrameworkTarget, "OTHER_LDFLAGS", "-lz");
File.WriteAllText(xcodeProjectPath, xcodeProject.WriteToString());
#endif
}
}
}
| 71 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// GameKit
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor.Core
{
/// <summary>
/// Provides read/write access for persisting the user's AWS credentials to the standardized <c>~/.aws/credentials</c> file.<br/><br/>
///
/// To learn more about this file, please see <see cref="https://docs.aws.amazon.com/cli/latest/userguide/cli-configure-files.html"/>.
/// </summary>
public class CredentialsManager
{
private string _gameName = string.Empty;
private string _envCode = string.Empty;
/// <summary>
/// Combines the gamename, environment code and the 'GameKit' phase to create a profile name
/// </summary>
/// <returns>Profile name that will be used to save/find credentials in the user's AWS credentials ini file</returns>
private string GetProfileName()
{
return $"GameKit-{_gameName}-{_envCode}";
}
/// <summary>
/// Sets the _gameName variable for the instance of the credentials manager
/// </summary>
/// <param name="name">The name of the game</param>
public void SetGameName(string name)
{
_gameName = name;
}
/// <summary>
/// Sets the _envCode variable for the instance of the credentials manager
/// </summary>
/// <param name="environmentCode">A 2 to 3 character environment code</param>
public void SetEnv(string environmentCode)
{
_envCode = environmentCode;
}
/// <summary>
/// Save a new profile to the AWS credentials file.
/// </summary>
/// <param name="accessKey">The access key of the AWS IAM role we are saving.</param>
/// <param name="secretKey">The secret key of the AWS IAM role we are saving.</param>
public void SaveCredentials(string accessKey, string secretKey)
{
uint result = CoreWrapper.Get().SaveAWSCredentials(GetProfileName(), accessKey, secretKey, Logging.LogCb);
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError($"CredentialsManager::SaveCredentials() was unable to save profile: {GetProfileName()} to aws credentials file. Error Code: {result}");
}
}
/// <summary>
/// Checks the AWS profile exists.
/// </summary>
/// <param name="gameName">The game name we are checking an aws profile for.</param>
/// <param name="environmentCode">The environment code we are checking an aws profile for.</param>
public bool CheckAwsProfileExists(string gameName, string environmentCode)
{
SetGameName(gameName);
SetEnv(environmentCode);
return CoreWrapper.Get().AwsProfileExists(GetProfileName());
}
/// <summary>
/// Sets the AWS access key of an existing profile.
/// </summary>
/// <remarks>
/// If the profile retrieved with GetProfileName does not exist, will not automatically create the profile and will log an error.
/// </remarks>
/// <param name="accessKey">The new access key of the AWS IAM role we are saving.</param>
public void SetAccessKey(string accessKey)
{
uint result = CoreWrapper.Get().SetAWSAccessKey(GetProfileName(), accessKey, Logging.LogCb);
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError($"CredentialsManager::SetAccessKey() was unable to set access key for profile: {GetProfileName()}. Error Code: {result}");
}
}
/// <summary>
/// Sets the AWS secret key of an existing profile.
/// </summary>
/// <remarks>
/// If the profile retrieved with GetProfileName does not exist, will not automatically create the profile and will log an error.
/// </remarks>
/// <param name="secretKey">The new secret key that will be assigned to this profile.</param>
public void SetSecretKey(string secretKey)
{
uint result = CoreWrapper.Get().SetAWSSecretKey(GetProfileName(), secretKey, Logging.LogCb);
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError($"CredentialsManager::SetSecretKey() was unable to set secret key for profile: {GetProfileName()}. Error Code: {result}");
}
}
/// <summary>
/// Gets the access key corresponding to a pre-existing profile in the AWS credentials file.
/// </summary>
/// <returns>The access key found in the .aws/credentials file for the corresponding profile</returns>
public string GetAccessKey()
{
// KeyValueStringCallbackResult is a struct containing two strings ResponseKey and ResponseValue and and error code, which can be parsed in GameKitErrors.cs.
// In this method ResponseKey corresponds to the Access Key and ResponseValue corresponds to the Secret Key
KeyValueStringCallbackResult result = CoreWrapper.Get().GetAWSProfile(GetProfileName(), Logging.LogCb);
if (result.ResultCode != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError($"CredentialsManager::GetAccessKey() was unable to get access key for profile: {GetProfileName()}. Error Code: {result}");
}
return result.ResponseKey;
}
/// <summary>
/// Gets the secret key corresponding to a pre-existing profile in the AWS credentials file.
/// </summary>
/// <returns>The secret key found in the .aws/credentials file for the corresponding profile</returns>
public string GetSecretAccessKey()
{
// KeyValueStringCallbackResult is a struct containing two strings ResponseKey and ResponseValue and and error code, which can be parsed in GameKitErrors.cs.
// In this method ResponseKey corresponds to the Access Key and ResponseValue corresponds to the Secret Key
KeyValueStringCallbackResult result = CoreWrapper.Get().GetAWSProfile(GetProfileName(), Logging.LogCb);
if (result.ResultCode != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError($"CredentialsManager::GetSecretAccessKey() was unable to get secret key for profile: {GetProfileName()}. Error Code: {result}");
}
return result.ResponseValue;
}
}
}
| 146 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// Unity
#if UNITY_EDITOR
using UnityEditor;
#endif
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor.Core
{
/// <summary>
/// This class handles the deployment of all GameKit features (i.e. create, re-deploy, delete).
/// </summary>
public class FeatureDeploymentOrchestrator : IDisposable
{
private Threader _threader = new Threader();
private ICoreWrapperProvider _coreWrapper;
private bool _disposedValue = false;
private IDictionary<Guid, string> _enterPlayModeRestrictions = new Dictionary<Guid, string>();
public FeatureDeploymentOrchestrator(ICoreWrapperProvider coreWrapper, string baseTemplatesFolder, string instanceFilesFolder)
{
_coreWrapper = coreWrapper;
_coreWrapper.DeploymentOrchestratorInstanceCreate(baseTemplatesFolder, instanceFilesFolder);
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += this.OnPlayModeStateChanged;
#endif
}
public FeatureDeploymentOrchestrator(string baseTemplatesFolder, string instanceFilesFolder) : this(CoreWrapper.Get(), baseTemplatesFolder, instanceFilesFolder) { }
~FeatureDeploymentOrchestrator() => Dispose();
public void Dispose()
{
if (!_disposedValue)
{
_coreWrapper.DeploymentOrchestratorInstanceRelease();
_disposedValue = true;
}
GC.SuppressFinalize(this);
}
public void Update()
{
_threader.Update();
}
/// <summary>
/// Set account credentials.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="setCredentialsDesc">Object holding the AccountInfo and AccountCredentials.</param>
/// <returns>
/// The result status code of the operation (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_ORCHESTRATION_DEPLOYMENT_IN_PROGRESS: Cannot change credentials while a deployment is in progress.
/// - GAMEKIT_ERROR_REGION_CODE_CONVERSION_FAILED: Could not retrieve the short region code from the mappings file. See the log for details on how to fix this.
/// </returns>
public uint SetCredentials(SetCredentialsDesc setCredentialsDesc)
{
return _coreWrapper.DeploymentOrchestratorSetCredentials(setCredentialsDesc);
}
/// <summary>
/// Get the status of a requested feature.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>FeatureStatus enum related to the status of the requested feature.</returns>
public FeatureStatus GetFeatureStatus(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorGetFeatureStatus(feature);
}
/// <summary>
/// Get an abridged status of a requested feature.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>FeatureStatusSummary enum related to the abridged status of the requested feature.</returns>
public FeatureStatusSummary GetFeatureStatusSummary(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorGetFeatureStatusSummary(feature);
}
/// <summary>
/// Check if the requested feature is currently being created, redeployed, or deleted.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.<br/><br/>
///
/// Unlike DeploymentOrchestratorIsFeatureUpdating, this method returns true while the Main stack is being deployed (before the feature itself is created or redeployed).
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>true if the requested feature is being created, redeployed, or deleted.</returns>
public bool IsFeatureDeploymentInProgress(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorIsFeatureDeploymentInProgress(feature);
}
/// <summary>
/// Check if the requested feature is currently updating (i.e. it's FeatureStatus is not Deployed, Undeployed, Error, or RollbackComplete).
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>true if the requested feature is updating.</returns>
public bool IsFeatureUpdating(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorIsFeatureUpdating(feature);
}
/// <summary>
/// Check if any GameKit feature is currently updating (i.e. has a FeatureStatus other than Deployed, Undeployed, Error, or RollbackComplete).
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <returns>true if any feature is updating.</returns>
public bool IsAnyFeatureUpdating()
{
return _coreWrapper.DeploymentOrchestratorIsAnyFeatureUpdating();
}
/// <summary>
/// Refresh the status of a requested feature.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the <see cref="FeatureStatus"/> of all features and the result status code for the call.
/// </param>
public void RefreshFeatureStatus(FeatureType feature, Action<DeploymentResponseResult> callback)
{
_threader.Call<DeploymentResponseResult>(() => _coreWrapper.DeploymentOrchestratorRefreshFeatureStatus(feature), callback);
}
/// <summary>
/// Refresh the status of all features.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.
/// </remarks>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the <see cref="FeatureStatus"/> of all features and the result status code for the call.
/// </param>
public void RefreshFeatureStatuses(Action<DeploymentResponseResult> callback)
{
_threader.Call<DeploymentResponseResult>(() => _coreWrapper.DeploymentOrchestratorRefreshFeatureStatuses(), callback);
}
/// <summary>
/// Request if a feature is in a state to be created.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>
/// A <see cref="CanExecuteDeploymentActionResult"/> object describing whether the feature can be created.<br/>
/// A <see cref="DeploymentActionBlockedReason"/> and list of blocking <see cref="FeatureType"/> are provided in cases where the feature cannot be created.
/// </returns>
public CanExecuteDeploymentActionResult CanCreateFeature(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorCanCreateFeature(feature);
}
/// <summary>
/// Request if a feature can be re-deployed.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>
/// A <see cref="CanExecuteDeploymentActionResult"/> object describing whether the feature can be redeployed.<br/>
/// A <see cref="DeploymentActionBlockedReason"/> and list of blocking <see cref="FeatureType"/> are provided in cases where the feature cannot be redeployed.
/// </returns>
public CanExecuteDeploymentActionResult CanRedeployFeature(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorCanRedeployFeature(feature);
}
/// <summary>
/// Request if a feature is in a state where it can be deleted.
/// </summary>
/// <remarks>
/// This is a fast method. It does not invoke any networked procedures.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <returns>
/// A <see cref="CanExecuteDeploymentActionResult"/> object describing whether the feature can be deleted.<br/>
/// A <see cref="DeploymentActionBlockedReason"/> and list of blocking <see cref="FeatureType"/> are provided in cases where the feature cannot be deleted.
/// </returns>
public CanExecuteDeploymentActionResult CanDeleteFeature(FeatureType feature)
{
return _coreWrapper.DeploymentOrchestratorCanDeleteFeature(feature);
}
/// <summary>
/// Create a requested feature.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_ORCHESTRATION_INVALID_FEATURE_STATE: Cannot create feature as it or one of its dependencies are in an invalid state for deployment.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the <see cref="FeatureStatus"/> of all features and the result status code for the call.
/// </param>
public void CreateFeature(FeatureType feature, Action<DeploymentResponseResult> callback)
{
_threader.Call<DeploymentResponseResult>(() =>
{
Guid taskGuid = Guid.NewGuid();
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Add(taskGuid, $"\"{feature.GetDisplayName()}\" feature deployment is in progress.");
DeploymentResponseResult result = _coreWrapper.DeploymentOrchestratorCreateFeature(feature);
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Remove(taskGuid);
return result;
},
callback);
}
/// <summary>
/// Re-deploy a requested feature.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_ORCHESTRATION_INVALID_FEATURE_STATE: Cannot redeploy feature as it or one of its dependencies are in an invalid state for deployment.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the <see cref="FeatureStatus"/> of all features and the result status code for the call.
/// </param>
public void RedeployFeature(FeatureType feature, Action<DeploymentResponseResult> callback)
{
_threader.Call<DeploymentResponseResult>(() =>
{
Guid taskGuid = Guid.NewGuid();
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Add(taskGuid, $"\"{feature.GetDisplayName()}\" feature redeployment is in progress.");
DeploymentResponseResult result = _coreWrapper.DeploymentOrchestratorRedeployFeature(feature);
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Remove(taskGuid);
return result;
},
callback);
}
/// <summary>
/// Delete a requested feature.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_CLOUDFORMATION_STACK_DELETE_FAILED: Failed to delete the stack, check output log for exact reason.<br/>
/// - GAMEKIT_ERROR_ORCHESTRATION_INVALID_FEATURE_STATE: Cannot delete feature as it or one of its downstream dependencies are in an invalid state for deletion.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the <see cref="FeatureStatus"/> of all features and the result status code for the call.</param>
public void DeleteFeature(FeatureType feature, Action<DeploymentResponseResult> callback)
{
_threader.Call<DeploymentResponseResult>(() =>
{
Guid taskGuid = Guid.NewGuid();
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Add(taskGuid, $"\"{feature.GetDisplayName()}\" feature deletion is in progress.");
DeploymentResponseResult result = _coreWrapper.DeploymentOrchestratorDeleteFeature(feature);
lock (_enterPlayModeRestrictions) _enterPlayModeRestrictions.Remove(taskGuid);
return result;
},
callback);
}
#if UNITY_EDITOR
private void OnPlayModeStateChanged(PlayModeStateChange stateChange)
{
// Don't allow transitioning from Edit mode to Play mode when a restrictive operation is running.
if (stateChange == PlayModeStateChange.ExitingEditMode)
{
lock (_enterPlayModeRestrictions)
{
if (_enterPlayModeRestrictions.Count == 0)
{
return;
}
EditorUtility.DisplayDialog("Change to Play Mode", "You can't switch to Play mode while AWS GameKit features are deploying or updating. See logs for more details.", "Ok");
foreach (var restrictionKvp in _enterPlayModeRestrictions)
{
Logging.Log(Logging.Level.WARNING, $"Cannot enter Play mode, {restrictionKvp.Value}");
}
// Revert to Edit mode
EditorApplication.isPlaying = false;
}
}
}
#endif
/// <summary>
/// Gets the deployment status of each AWS resource within the specified feature.
/// </summary>
/// <remarks>
/// This is a long running operation.<br/><br/>
///
/// Result status codes returned in the callback function (from GameKitErrors.cs):<br/>
/// - GAMEKIT_SUCCESS: The API call was successful.<br/>
/// - GAMEKIT_ERROR_CLOUDFORMATION_DESCRIBE_RESOURCE_FAILED: If status of the resources could not be determined.
/// </remarks>
/// <param name="feature">The GameKit feature to work with.</param>
/// <param name="callback">Delegate that is called once this method completes.
/// It contains the resource id, resource type, and resource status of each AWS resource within the specified feature.
/// Additionally it contains the result status code for the call.</param>
public void DescribeFeatureResources(FeatureType feature, Action<MultiResourceInfoCallbackResult> callback)
{
_threader.Call<MultiResourceInfoCallbackResult>(() => _coreWrapper.DeploymentOrchestratorDescribeFeatureResources(feature), callback);
}
}
}
| 366 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.IO;
using System.Threading;
// Unity
using UnityEditor;
// GameKit
using AWS.GameKit.Common;
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Models;
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor.Core
{
public class FeatureResourceManager : IDisposable
{
private static int _threadSafeCounter = 0;
/// <summary>
/// Provider for all needed GameKit paths.
/// </summary>
public IGameKitPathsProvider Paths;
private AccountInfo _accountInfo = new AccountInfo() { AccountId = string.Empty, CompanyName = string.Empty, Environment = string.Empty, GameName = string.Empty };
private AccountCredentials _accountCredentials = new AccountCredentials();
private ICoreWrapperProvider _coreWrapper;
private Threader _threader;
private bool _disposedValue = false;
public FeatureResourceManager(ICoreWrapperProvider coreWrapper, IGameKitPathsProvider gameKitPathsProvider, Threader threader)
{
_coreWrapper = coreWrapper;
Paths = gameKitPathsProvider;
_accountInfo.Environment = Constants.EnvironmentCodes.DEVELOPMENT;
_threader = threader;
}
~FeatureResourceManager()
{
Dispose();
_coreWrapper.AccountInstanceRelease();
}
public void Dispose()
{
_threader.WaitForThreadedWork();
if (!_disposedValue)
{
_coreWrapper.SettingsInstanceRelease();
_disposedValue = true;
}
GC.SuppressFinalize(this);
}
/// <summary>
/// Sets Game name and reinitializes settings.
/// </summary>
/// <param name="gameName">Name of the game.</param>
public void SetGameName(string gameName)
{
_accountInfo.GameName = gameName;
InitializeSettings(true);
}
/// <summary>
/// Sets environment code and reinitializes settings.
/// </summary>
/// <param name="environment">Environment code in use.</param>
public void SetEnvironment(string environment)
{
if (!string.IsNullOrEmpty(_accountInfo.GameName))
{
_accountInfo.Environment = environment;
InitializeSettings(true);
}
}
/// <summary>
/// Get the last used deployment environment or returns dev on failure.
/// </summary>
/// <returns>Deployment environment code.</returns>
public string GetLastUsedEnvironment()
{
return _coreWrapper.SettingsGetLastUsedEnvironment();
}
/// <summary>
/// Get the last used deployment region or returns us-west-2 on failure.
/// </summary>
/// <returns>Deployment region.</returns>
public string GetLastUsedRegion()
{
return _coreWrapper.SettingsGetLastUsedRegion();
}
/// <summary>
/// Populates accountInfo and accountCredentials.
/// </summary>
/// <param name="accountDetails">Account Details.</param>
/// <returns>Deployment environment.</returns>
public void SetAccountDetails(AccountDetails accountDetails)
{
_accountInfo = accountDetails.CreateAccountInfo();
_accountCredentials = accountDetails.CreateAccountCredentials();
InitializeSettings(true);
}
/// <summary>
/// Gets the current account info variable stored in FeatureResourceManager.
/// </summary>
/// <returns>Account info that is currently stored in FeatureResourceManager.</returns>
public AccountInfo GetAccountInfo()
{
return _accountInfo;
}
/// <summary>
/// Gets the current account credentials variable stored in FeatureResourceManager.
/// </summary>
/// <returns>Account credentials that is currently stored in FeatureResourceManager.</returns>
public AccountCredentials GetAccountCredentials()
{
return _accountCredentials;
}
/// <summary>
/// Bootstrap account by creating appropriate S3 buckets.
/// </summary>
/// <returns>AWSGameKit result.
/// GAMEKIT_SUCCESS : Bootstrap Account was successful.
/// </returns>
public uint BootstrapAccount()
{
_coreWrapper.AccountInstanceRelease();
_coreWrapper.AccountInstanceCreateWithRootPaths(_accountInfo, _accountCredentials, Paths.ASSETS_INSTANCE_FILES_FULL_PATH, Paths.PACKAGES_BASE_TEMPLATES_FULL_PATH, Logging.LogCb);
uint result = _coreWrapper.AccountInstanceBootstrap();
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError(L10n.Tr($"Error: FeatureResourceManager::BootstrapAccount() Failed to create bucket. Error Code: { result }"));
}
return result;
}
/// <summary>
/// Checks if the user's current account info is valid, does not permanently set accountDetails as that should only be done on submit.
/// </summary>
/// <param name="accountDetails">Account Details of the account we are checking for validity.</param>
/// <returns></returns>
public bool IsAccountInfoValid(AccountDetails accountDetails)
{
_coreWrapper.AccountInstanceRelease();
_coreWrapper.AccountInstanceCreateWithRootPaths(accountDetails.CreateAccountInfo(), accountDetails.CreateAccountCredentials(), Paths.ASSETS_INSTANCE_FILES_FULL_PATH, Paths.PACKAGES_BASE_TEMPLATES_FULL_PATH, Logging.LogCb);
bool isAccountValid = _coreWrapper.AccountHasValidCredentials();
return isAccountValid;
}
/// <summary>
/// Creates or Reinitializes settings instance handle.
/// </summary>
/// <param name="reinitialize">It determines if the settings instance should be reinitialized or not.</param>
public void InitializeSettings(bool reinitialize)
{
if (reinitialize)
{
_coreWrapper.SettingsInstanceRelease();
}
_coreWrapper.SettingsInstanceCreate(Paths.ASSETS_INSTANCE_FILES_FULL_PATH, GetPluginVersion(), _accountInfo.GameName, _accountInfo.Environment, Logging.LogCb);
}
/// <summary>
/// Gets AWS GameKit plugin version.
/// </summary>
/// <returns>Plugin version.</returns>
private string GetPluginVersion()
{
return "1.1";
}
/// <summary>
/// Add a custom deployment environment to the AWS GameKit settings menu.
/// </summary>
/// <remarks>
/// This custom environment will be available to select from the dropdown menu in the Environment and Credentials section of the settings menu,
/// alongside the default environments of "Development", "QA", "Staging", and "Production".
/// </remarks>
/// <param name="envCode">Two to Three letter code for the environment name. This code will be prefixed on all AWS resources that are
/// deployed to this environment.Ex: "gam" for "Gamma".</param>
/// <param name="envDescription">envDescription The environment name that will be displayed in the Environment and Credentials section of the settings menu. Ex: "Gamma".</param>
public void SaveCustomEnvironment(string envCode, string envDescription)
{
_coreWrapper.SettingsAddCustomEnvironment(envCode, envDescription);
uint result = _coreWrapper.SettingsSave();
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError(L10n.Tr($"Error: FeatureResourceManager.SaveCustomEnvironment() Failed to save : { GameKitErrors.ToString(result) }"));
}
}
/// <summary>
/// Get all of the feature's variables as key-value pairs.
/// </summary>
/// <param name="featureType">The feature to get the variables for.</param>
/// <returns>A result object containing a map of variable key value pairs.</returns>
public Dictionary<string, string> GetFeatureVariables(FeatureType featureType)
{
return _coreWrapper.SettingsGetFeatureVariables(featureType);
}
/// <summary>
/// Get the value of the specified feature variable.
/// </summary>
/// <param name="featureType">The feature to get the variable for.</param>
/// <param name="varName">The key for the variable.</param>
/// <param name="varValue">When this method returns, contains the value of the feature variable, if the key is found; otherwise, an empty string. This parameter is passed in uninitialized.</param>
/// <returns><c>true</c> if the feature variable exists; otherwise, <c>false</c>.</returns>
public bool TryGetFeatureVariable(FeatureType featureType, string varName, out string varValue)
{
Dictionary<string, string> featureVars = GetFeatureVariables(featureType);
return featureVars.TryGetValue(varName, out varValue);
}
/// <summary>
/// Write a variable for a setting to the saveInfo.yml file if that variable is not already present.
/// </summary>
/// <remarks>This method will NOT overwrite an existing variable if present.</remarks>
/// <param name="featureType">The feature that is using the variable pair.</param>
/// <param name="varName">key for the variable.</param>
/// <param name="varValue">value for the variable.</param>
/// <param name="callback">callback that is executed once this method is complete, it is executed even if the new variables are saved.</param>
public void SetFeatureVariableIfUnset(FeatureType featureType, string varName, string varValue, Action callback)
{
Dictionary<string, string> featureVars = GetFeatureVariables(featureType);
if (!featureVars.ContainsKey(varName))
{
SetFeatureVariable(featureType, varName, varValue, callback);
return;
}
// call the callback to signify the completion of this method and return an empty job handle
callback();
}
/// <summary>
/// Get AWS Account Id using the access and secret key.
/// </summary>
/// <param name="accountCredentials">Structure containing both the AWS Access Key and the AWS Secret Key.</param>
/// <param name="callback">Callback that is executed once this method is complete, returning a string.</param>
/// <returns>AWSGameKit Account Id.</returns>
public void GetAccountId(GetAWSAccountIdDescription accountCredentials, Action<StringCallbackResult> callback)
{
_threader.Call(_coreWrapper.GetAWSAccountId, accountCredentials, callback);
}
/// <summary>
/// Write a variable for a setting to the saveInfo.yml file.
/// </summary>
/// <remarks>This method will overwrite an existing variable if present.</remarks>
/// <param name="featureType">The feature that is using the variable pair.</param>
/// <param name="varName">key for the variable.</param>
/// <param name="varValue">value for the variable.</param>
/// <param name="callback">callback that is executed once this method is complete.</param>
public void SetFeatureVariable(FeatureType featureType, string varName, string varValue, Action callback)
{
_coreWrapper.SettingsSetFeatureVariables(featureType, new string[] { varName }, new string[] { varValue }, 1);
// Debounce our writes so we don't thresh on IO
int currentValue = Interlocked.Increment(ref _threadSafeCounter);
_threader.Call(() =>
{
Thread.Sleep(3000);
if (currentValue == Volatile.Read(ref _threadSafeCounter))
{
_coreWrapper.SettingsSave();
Interlocked.Exchange(ref _threadSafeCounter, 0);
}
}, callback);
}
/// <summary>
/// Write several variable at once to the saveInfo.yml file.
/// </summary>
/// <remarks>This method will overwrite an existing variable if present.</remarks>
/// <param name="variables">IEnumerable of variables in the form Tuple<FeatureType, string, string> where Item1 is a FeatureType, Item2 is the variable name and Item3 is the variable value.</param>
/// <param name="callback">callback that is executed once this method is complete.</param>
public void SetFeatureVariables(IEnumerable<Tuple<FeatureType, string, string>> variables, Action callback)
{
foreach (var variableTuple in variables)
{
_coreWrapper.SettingsSetFeatureVariables(variableTuple.Item1, new string[] { variableTuple.Item2 }, new string[] { variableTuple.Item3 }, 1);
}
_coreWrapper.SettingsSave();
callback();
}
/// <summary>
/// Get all the custom environment key-value pairs (ex: "gam", "Gamma").<br/><br/>
///
/// The custom environments are returned through the callback and receiver.<br/>
/// The callback is invoked once for each custom environment.<br/>
/// The returned keys are 3-letter environment codes(ex: "gam"), and the values are corresponding environment descriptions(ex: "Gamma").
/// </summary>
/// <returns>A result object containing a map of environment key value pairs.</returns>
public Dictionary<string, string> GetCustomEnvironments()
{
string settingsFile = Path.Combine(Paths.ASSETS_INSTANCE_FILES_FULL_PATH, _accountInfo.GameName, Paths.SAVE_INFO_FILE_NAME);
FileInfo fileInfo = new FileInfo(settingsFile);
if (fileInfo == null || fileInfo.Exists == false)
{
return new Dictionary<string, string>();
}
return _coreWrapper.SettingsGetCustomEnvironments();
}
/// <summary>
/// Get the game's full name, example: "Stevie goes to the moon".
/// </summary>
/// <returns>A string containing the name of the game.</returns>
public string GetGameName()
{
return _accountInfo.GameName.Length > 0 ? _accountInfo.GameName : _coreWrapper.SettingsGetGameName();
}
/// <summary>
/// Set the Game's name, environment, and region, then save settings.
/// </summary>
/// <remarks>
/// Use this method to create the settings file directory, set the game's name, set the games environment, set the games region, and then persist the settings.
/// </remarks>
/// <returns>The result code of the operation. GAMEKIT_SUCCESS if successful, else a non-zero value in case of error. Consult errors.h file for details.</returns>
public uint SaveSettings()
{
uint result = _coreWrapper.SettingsPopulateAndSave(_accountInfo.GameName, _accountInfo.Environment, _accountCredentials.Region);
if (result != GameKitErrors.GAMEKIT_SUCCESS)
{
Logging.LogError(L10n.Tr($"Error: FeatureResourceManager.SaveSettings() Failed to save : { GameKitErrors.ToString(result) }"));
}
return result;
}
/// <summary>
/// See ICoreWrapperProvider.ResourcesCreateEmptyConfigFile() for details.
/// </summary>
public uint CreateEmptyClientConfigFile()
{
_coreWrapper.ResourcesInstanceCreateWithRootPaths(_accountInfo, _accountCredentials, FeatureType.Main, Paths.ASSETS_INSTANCE_FILES_FULL_PATH, Paths.ASSETS_FULL_PATH, Logging.LogCb);
uint result = _coreWrapper.ResourcesCreateEmptyConfigFile();
_coreWrapper.ResourcesInstanceRelease();
return result;
}
}
}
| 383 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.IO;
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Common;
using AWS.GameKit.Editor.Utils;
namespace AWS.GameKit.Editor.FileStructure
{
/// <summary>
/// Gives access to the assets stored in the "com.amazonaws.gamekit/Editor/Resources" folder.
/// </summary>
public static class EditorResources
{
public static class Textures
{
private const string TEXTURES = "Textures/";
public static readonly IGettable<Texture> WindowIcon = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "WindowIcon-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "WindowIcon-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> FeatureStatusSuccess = new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "FeatureStatus-Success.png").Replace("\\","/"));
public static readonly IGettable<Texture> FeatureStatusError = new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "FeatureStatus-Error.png").Replace("\\","/"));
public static readonly IGettable<Texture> FeatureStatusWorking = new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "FeatureStatus-Working.png").Replace("\\","/"));
public static readonly IGettable<Texture> FeatureStatusRefresh =
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "FeatureStatus-Refresh.png").Replace("\\","/"));
public static readonly IGettable<Texture> FeatureStatusWaiting =
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "FeatureStatus-Waiting.png").Replace("\\","/"));
public static readonly IGettable<Texture> Unsynchronized = new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "unsynchronized.png").Replace("\\","/"));
public static class Colors
{
private const string COLORS = TEXTURES + "Colors/";
public static readonly IGettable<Texture> Transparent = new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, TEXTURES, "Transparent.png").Replace("\\","/"));
public static readonly IGettable<Texture2D> GUILayoutDivider = new LazyLoadedEditorThemeAwareResource<Texture2D>(
Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, COLORS, "GUILayoutDivider-Dark.png").Replace("\\","/"),
Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, COLORS, "GUILayoutDivider-Light.png").Replace("\\","/"));
}
public static class SettingsWindow
{
private const string SETTINGS_TEXTURES = TEXTURES + "SettingsWindow/";
public static readonly IGettable<Texture> ExternalLinkIcon = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "ExternalLink-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "ExternalLink-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> PlusIcon = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "PlusIcon-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "PlusIcon-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> MinusIcon = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "MinusIcon-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, SETTINGS_TEXTURES, "MinusIcon-Light.png").Replace("\\","/")));
}
public static class QuickAccessWindow
{
private const string QUICK_ACCESS_TEXTURES = TEXTURES + "QuickAccessWindow/";
private const string QUICK_ACCESS_COLORS = QUICK_ACCESS_TEXTURES + "Colors/";
// Feature Icons:
public static readonly IGettable<Texture> FeatureIconAchievements = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-Achievements-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-Achievements-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> FeatureIconGameStateCloudSaving = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-GameStateCloudSaving-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-GameStateCloudSaving-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> FeatureIconIdentity = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-Identity-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-Identity-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture> FeatureIconUserGameplayData = new LazyLoadedEditorThemeAwareResource<Texture>(
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-UserGameplayData-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_TEXTURES, "FeatureIcon-UserGameplayData-Light.png").Replace("\\","/")));
public static class Colors
{
public static readonly IGettable<Texture2D> QuickAccessBackground = new LazyLoadedEditorThemeAwareResource<Texture2D>(
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-Background-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-Background-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture2D> QuickAccessButtonNormal = new LazyLoadedEditorThemeAwareResource<Texture2D>(
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-ButtonNormal-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-ButtonNormal-Light.png").Replace("\\","/")));
public static readonly IGettable<Texture2D> QuickAccessButtonHover = new LazyLoadedEditorThemeAwareResource<Texture2D>(
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-ButtonHover-Dark.png").Replace("\\","/")),
new LazyLoadedResource<Texture2D>(Path.Combine(GameKitPaths.Get().PACKAGES_EDITOR_RESOURCES_RELATIVE_PATH, QUICK_ACCESS_COLORS, "QuickAccessWindow-ButtonHover-Light.png").Replace("\\","/")));
}
}
}
}
}
| 109 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
using UnityEngine;
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// Common GUIStyles used throughout AWS GameKit.
/// </summary>
public static class CommonGUIStyles
{
public const int PIXELS_PER_INDENTATION_LEVEL = 20;
public const int DEFAULT_PIXELS_LEFT_MARGIN = 4;
public const float INLINE_ICON_SIZE = 12;
/// <summary>
/// Create a copy of the provided GUIStyle which has the requested level of indentation.
/// </summary>
/// <param name="style">The GUIStyle to copy.</param>
/// <param name="indentationLevel">The level of indentation to set.</param>
/// <param name="pixelsPerIndentationLevel">The number of pixels in each indentation level.</param>
/// <returns>A copy of the provided GUIStyle.</returns>
public static GUIStyle SetIndentationLevel(GUIStyle style, int indentationLevel, int pixelsPerIndentationLevel = PIXELS_PER_INDENTATION_LEVEL)
{
// When provided with a left margin of 0, the following element will be misaligned.
// Use the default pixel value instead, which will ensure alignment of all fields.
int leftMargin = indentationLevel == 0
? DEFAULT_PIXELS_LEFT_MARGIN
: indentationLevel * pixelsPerIndentationLevel;
return new GUIStyle(style)
{
margin = new RectOffset(leftMargin, style.margin.right, style.margin.top, style.margin.bottom)
};
}
/// <summary>
/// Create a copy of the provided GUIStyle which has the requested content offset added to the existing content offset.
/// </summary>
/// <param name="originalStyle">The GUIStyle to copy.</param>
/// <param name="addedContentOffset">The content offset to add to the existing content offset.</param>
/// <returns>A copy of the provided GUIStyle.</returns>
public static GUIStyle AddContentOffset(GUIStyle originalStyle, Vector2 addedContentOffset)
{
return new GUIStyle(originalStyle)
{
contentOffset = new Vector2(
originalStyle.contentOffset.x + addedContentOffset.x,
originalStyle.contentOffset.y + addedContentOffset.y
)
};
}
public static readonly GUIStyle SectionHeader = new GUIStyle(EditorStyles.label)
{
fontStyle = FontStyle.Bold,
wordWrap = true
};
public static readonly GUIStyle SectionHeaderWithDescription = new GUIStyle(EditorStyles.label)
{
wordWrap = true,
richText = true
};
public static readonly GUIStyle Description = new GUIStyle(EditorStyles.label)
{
wordWrap = true,
richText = true
};
public static readonly GUIStyle PlaceholderLabel = new GUIStyle(EditorStyles.label)
{
padding = new RectOffset(4, 0, 0, 0)
};
public static readonly GUIStyle PlaceholderTextArea = new GUIStyle(EditorStyles.textArea)
{
padding = new RectOffset(4, 0, 0, 0)
};
public static readonly GUIStyle InputLabel = new GUIStyle(EditorStyles.label)
{
margin = new RectOffset(PIXELS_PER_INDENTATION_LEVEL, 10, EditorStyles.label.margin.top, EditorStyles.label.margin.bottom),
wordWrap = true,
};
public static readonly GUIStyle DeploymentStatus = new GUIStyle(GUI.skin.label)
{
imagePosition = ImagePosition.ImageLeft,
alignment = TextAnchor.MiddleCenter,
clipping = TextClipping.Overflow,
stretchHeight = true,
fontSize = 16,
margin = new RectOffset(0, 11, 0, 0),
padding = new RectOffset(0, 0, 0, 0),
};
public static readonly GUIStyle DeploymentStatusIcon = new GUIStyle(DeploymentStatus)
{
fixedWidth = INLINE_ICON_SIZE,
fixedHeight = INLINE_ICON_SIZE,
margin = new RectOffset(0, 0, 0, 0),
contentOffset = new Vector2(0, 3),
};
public static readonly GUIStyle DeploymentStatusText = new GUIStyle(DeploymentStatus)
{
fontSize = GUI.skin.label.fontSize,
fontStyle = GUI.skin.label.fontStyle,
margin = new RectOffset(5, 5, 0, 0),
};
public static readonly GUIStyle RefreshIcon = new GUIStyle(DeploymentStatus)
{
fixedWidth = INLINE_ICON_SIZE,
fixedHeight = INLINE_ICON_SIZE,
contentOffset = new Vector2(0, 3),
margin = new RectOffset(10, 0, 0, 0),
};
public static readonly float SpaceBetweenSections = 20f;
public static readonly GUIStyle UserLoginButtonStyle = new GUIStyle()
{
margin = new RectOffset(0, 0, 5, 5)
};
public static readonly Color ErrorRed = new Color(0.851f, 0.082f, 0.082f, 1f);
}
}
| 136 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.FileStructure;
using AWS.GameKit.Editor.Windows.Settings;
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// Provides new types of GUI elements for Unity's EditorGUILayout class.
///
/// See: https://docs.unity3d.com/ScriptReference/EditorGUILayout.html
/// </summary>
public static class EditorGUILayoutElements
{
private const string INFO_ICON_ID = "console.infoicon"; // Icon ids provided by Unity that can be retrieved with EditorGUIUtility.IconContent
private const string EMPTY_PREFIX_SPACE = " "; // If we use string.Empty, the prefix label won't take up any space in the layout - use a single space instead
private const int HELP_ICON_HEIGHT = 35;
private const int OVERRIDE_SLIDER_TEXT_WIDTH = 50;
private static string SELECT_FILE = L10n.Tr("Select file");
/// <summary>
/// Make a vertical divider.<br/>
///
/// A vertical divider is a thin line used to separate two sections inside an <c>EditorGUILayout.BeginHorizontal()</c> and <c>EditorGUILayout.EndHorizontal()</c> block.<br/><br/>
///
/// The divider color changes automatically when the user changes their Editor Theme between dark and light mode.
/// </summary>
/// <param name="width">The width of the divider line.</param>
/// <param name="verticalPadding">The amount of padding around the top and bottom of the divider line.</param>
public static void VerticalDivider(float width = 1f, int verticalPadding = 0)
{
GUIStyle lineStyle = new GUIStyle
{
fixedWidth = width,
stretchHeight = true,
stretchWidth = false,
margin = new RectOffset(0, 0, verticalPadding, verticalPadding),
normal =
{
background = EditorResources.Textures.Colors.GUILayoutDivider.Get()
}
};
GUILayout.Box(GUIContent.none, lineStyle);
}
/// <summary>
/// Make a horizontal divider.<br/>
///
/// A horizontal divider is a thin line used to separate two sections inside an <c>EditorGUILayout.BeginVertical()</c> and <c>EditorGUILayout.EndVertical()</c> block.<br/><br/>
///
/// The divider color changes automatically when the user changes their Editor Theme between dark and light mode.
/// </summary>
/// <param name="height">The height of the divider line.</param>
/// <param name="verticalPadding">The amount of padding around the top and bottom of the divider line.</param>
public static void HorizontalDivider(float height = 1f, int verticalPadding = 0)
{
GUIStyle lineStyle = new GUIStyle
{
fixedHeight = height,
stretchHeight = false,
stretchWidth = true,
margin = new RectOffset(0, 0, verticalPadding, verticalPadding),
normal =
{
background = EditorResources.Textures.Colors.GUILayoutDivider.Get()
}
};
GUILayout.Box(GUIContent.none, lineStyle);
}
/// <summary>
/// Creates a toolbar that persists which tab of the toolbar is selected across sessions.
/// </summary>
/// <param name="selectedTabId">A reference to the selectedTabId that is used to determine which tab should be draw in DrawTabContent.</param>
/// <param name="tabNames">The names of the tabs that should be added to the toolbar.</param>
/// <param name="tabSelectorButtonSize">Determines how the toolbar buttons will be sized.</param>
/// <param name="tabSelectorStyle">The style of the toolbar.</param>
public static int CreateFeatureToolbar(int selectedTabId, string[] tabNames, GUI.ToolbarButtonSize tabSelectorButtonSize, GUIStyle tabSelectorStyle)
{
return GUILayout.Toolbar(selectedTabId, tabNames, tabSelectorStyle, tabSelectorButtonSize);
}
/// <summary>
/// Make a help box with a similar style to Unity's default help box, except this help box has a read more link.
/// </summary>
/// <param name="message">The message that should be displayed in the help box.</param>
/// <param name="url">The url that the read more link should redirect to.</param>
public static void HelpBoxWithReadMore(string message, string url)
{
LinkWidget.Options options = new LinkWidget.Options()
{
OverallStyle = SettingsGUIStyles.Page.CustomHelpBoxText,
ContentOffset = new Vector2(
x: -4,
y: -4
),
Alignment = LinkWidget.Alignment.Right
};
LinkWidget _readMoreLinkWidget = new LinkWidget(L10n.Tr("Read more"), url, options);
using (EditorGUILayout.HorizontalScope horizontalScope = new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
Rect helpBoxRect = horizontalScope.rect;
using (new EditorGUILayout.VerticalScope())
{
GUIStyle style = new GUIStyle();
float centeredContentOffset = (helpBoxRect.height - HELP_ICON_HEIGHT)/2 - 1;
style.contentOffset = new Vector2(0, centeredContentOffset);
GUILayout.Box(EditorGUIUtility.IconContent(INFO_ICON_ID).image, style, GUILayout.Height(HELP_ICON_HEIGHT));
}
using (new EditorGUILayout.VerticalScope())
{
EditorGUILayout.LabelField(message, SettingsGUIStyles.Page.CustomHelpBoxText);
using (new EditorGUILayout.HorizontalScope())
{
_readMoreLinkWidget.OnGUI();
}
}
}
}
/// <summary>
/// Make a GUI element that is tinted with a color.<br/><br/>
///
/// Use this when you need to change the color of a GUI element without changing it's <c>GUIStyle</c>.
/// </summary>
/// <param name="color">The color to tint the GUI element.</param>
/// <param name="createElement">A callback function which creates the GUI element.</param>
public static void TintedElement(Color color, Action createElement)
{
Color originalBackgroundColor = GUI.backgroundColor;
GUI.backgroundColor = color;
createElement();
GUI.backgroundColor = originalBackgroundColor;
}
/// <summary>
/// Make a GUI element that is tinted with a color.<br/><br/>
///
/// Use this when you need to change the color of a GUI element without changing it's <c>GUIStyle</c>.
/// </summary>
/// <typeparam name="T">The return type of the <c>createElement()</c> callback function.</typeparam>
/// <param name="color">The color to tint the GUI element.</param>
/// <param name="createElement">A callback function which creates the GUI element.</param>
/// <returns>The return value of the <c>createElement()</c> callback function. This should be the new value entered by the user in the GUI element.</returns>
public static T TintedElement<T>(Color color, Func<T> createElement)
{
Color originalBackgroundColor = GUI.backgroundColor;
GUI.backgroundColor = color;
T result = createElement();
GUI.backgroundColor = originalBackgroundColor;
return result;
}
/// <summary>
/// Make a stylized single press button that can be colored and disabled.
/// </summary>
/// <param name="text">The text to display on the button.</param>
/// <param name="isEnabled">Whether the button is enabled or not. By default the button is enabled.</param>
/// <param name="tooltip">The tooltip to display on the button. By default no tooltip is displayed.</param>
/// <param name="colorWhenEnabled">The color to make the button when it is enabled. By default the button is Unity's default button color (grey). The button is grey when disabled.</param>
/// <param name="image">An image to display before the text. By default no image is displayed.</param>
/// <param name="imageSize">The size to make the image. By default the image is be drawn at it's full size (i.e. not scaled).</param>
/// <param name="minWidth">Custom value for the minimum width of the button, if not provided then a common default is used.</param>
/// <returns>True when the user clicks the button.</returns>
public static bool Button(
string text,
bool isEnabled = true,
string tooltip = "",
Nullable<Color> colorWhenEnabled = null,
Texture image = null,
Nullable<Vector2> imageSize = null,
float minWidth = SettingsGUIStyles.Buttons.MIN_WIDTH_NORMAL)
{
Vector2 finalImageSize = imageSize ?? EditorGUIUtility.GetIconSize();
GUIContent buttonContent = new GUIContent(text, image, tooltip);
using (new EditorGUIUtility.IconSizeScope(finalImageSize))
{
using (new EditorGUI.DisabledScope(!isEnabled))
{
if (isEnabled && colorWhenEnabled.HasValue)
{
return TintedElement(colorWhenEnabled.Value, () =>
GUILayout.Button(buttonContent, SettingsGUIStyles.Buttons.ColoredButtonNormal, GUILayout.MinWidth(minWidth)));
}
else
{
return GUILayout.Button(buttonContent, SettingsGUIStyles.Buttons.GreyButtonNormal, GUILayout.MinWidth(minWidth));
}
}
}
}
/// <summary>
/// Make a stylized single press button, that is half the size of normal buttons, that can be colored and disabled.
/// </summary>
/// <param name="text">The text to display on the button.</param>
/// <param name="isEnabled">Whether the button is enabled or not. By default the button is enabled.</param>
/// <param name="tooltip">The tooltip to display on the button. By default no tooltip is displayed.</param>
/// <param name="colorWhenEnabled">The color to make the button when it is enabled. By default the button is Unity's default button color (grey). The button is grey when disabled.</param>
/// <param name="image">An image to display before the text. By default no image is displayed.</param>
/// <param name="imageSize">The size to make the image. By default the image is be drawn at it's full size (i.e. not scaled).</param>
/// <param name="minWidth">Custom value for the minimum width of the button, if not provided then a common default is used.</param>
/// <returns>True when the user clicks the button.</returns>
public static bool SmallButton(
string text,
bool isEnabled = true,
string tooltip = "",
Nullable<Color> colorWhenEnabled = null,
Texture image = null,
Nullable<Vector2> imageSize = null,
float minWidth = SettingsGUIStyles.Buttons.MIN_WIDTH_SMALL)
{
Vector2 finalImageSize = imageSize ?? EditorGUIUtility.GetIconSize();
GUIContent buttonContent = new GUIContent(text, image, tooltip);
using (new EditorGUIUtility.IconSizeScope(finalImageSize))
{
using (new EditorGUI.DisabledScope(!isEnabled))
{
if (isEnabled && colorWhenEnabled.HasValue)
{
return TintedElement(colorWhenEnabled.Value, () =>
GUILayout.Button(buttonContent, SettingsGUIStyles.Buttons.ColoredButtonSmall, GUILayout.MinWidth(minWidth)));
}
else
{
return GUILayout.Button(buttonContent, SettingsGUIStyles.Buttons.GreyButtonSmall, GUILayout.MinWidth(minWidth));
}
}
}
}
/// <summary>
/// Make a section header.
/// </summary>
/// <param name="title">The string to display.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the title.</param>
/// <param name="textAnchor">Where to anchor the text.</param>
public static void SectionHeader(string title, int indentationLevel = 0, TextAnchor textAnchor = TextAnchor.MiddleLeft)
{
GUIStyle headerStyle = CommonGUIStyles.SetIndentationLevel(CommonGUIStyles.SectionHeader, indentationLevel);
headerStyle.alignment = textAnchor;
EditorGUILayout.LabelField(title, headerStyle);
}
/// <summary>
/// Make a section header with a description on the same line. The text is formatted as <c>Title: Description</c> with <c>Title</c> in bold.
/// </summary>
/// <param name="title">The title string to display in bold.</param>
/// <param name="description">The description string to display after the title and colon.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the title.</param>
/// <param name="textAnchor">Where to anchor the text.</param>
public static void SectionHeaderWithDescription(string title, string description, int indentationLevel = 0, TextAnchor textAnchor = TextAnchor.MiddleLeft)
{
GUIStyle headerStyle = CommonGUIStyles.SetIndentationLevel(CommonGUIStyles.SectionHeaderWithDescription, indentationLevel);
headerStyle.alignment = textAnchor;
string text = $"<b>{title}:</b> {description}";
EditorGUILayout.LabelField(text, headerStyle);
}
/// <summary>
/// Make a vertical gap between the previous and next GUI sections.
/// </summary>
/// <param name="extraPixels">Number of additional pixels to add/subtract from the gap.</param>
public static void SectionSpacer(float extraPixels = 0)
{
EditorGUILayout.Space(CommonGUIStyles.SpaceBetweenSections + extraPixels);
}
/// <summary>
/// Make a horizontal line to divide two sections.
/// </summary>
public static void SectionDivider()
{
SectionSpacer(extraPixels: -10);
HorizontalDivider();
SectionSpacer(extraPixels: -10);
}
/// <summary>
/// Make a prefix label for a user input.
/// </summary>
/// <param name="inputLabel">The string to display.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the prefix label.</param>
public static void PrefixLabel(string inputLabel, int indentationLevel = 1)
{
GUIStyle labelStyle = CommonGUIStyles.SetIndentationLevel(CommonGUIStyles.InputLabel, indentationLevel);
EditorGUILayout.PrefixLabel(inputLabel, labelStyle, labelStyle);
KeepPreviousPrefixLabelEnabled();
}
/// <summary>
/// Make a custom field.
/// </summary>
/// <param name="inputLabel">A string to display before the custom field.</param>
/// <param name="createField">A callback function which creates the field.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <param name="guiStyle">Used to add a custom GUIStyle, else defaults to EditorStyles.textArea</param>
public static void CustomField(string inputLabel, Action createField, int indentationLevel = 1, bool isEnabled = true, GUIStyle guiStyle = null)
{
GUIStyle labelStyle = CommonGUIStyles.SetIndentationLevel(guiStyle ?? CommonGUIStyles.InputLabel, indentationLevel);
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(inputLabel, labelStyle);
KeepPreviousPrefixLabelEnabled();
using (new EditorGUI.DisabledScope(!isEnabled))
{
createField();
}
}
}
/// <summary>
/// Make a custom field and temporarily override the labelWidth variable in the editor.
/// </summary>
/// <param name="inputLabel">A string to display before the custom field.</param>
/// <param name="labelWidth">A float that will override EditorGUIUtility.labelWidth for the life of this method.</param>
/// <param name="createField">A callback function which creates the field.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <param name="guiStyle">Used to add a custom GUIStyle, else defaults to EditorStyles.textArea</param>
public static void CustomField(string inputLabel, float labelWidth, Action createField, int indentationLevel = 1, bool isEnabled = true, GUIStyle guiStyle = null)
{
float originalLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = labelWidth;
CustomField(inputLabel, createField, indentationLevel, isEnabled, guiStyle);
EditorGUIUtility.labelWidth = originalLabelWidth;
}
/// <summary>
/// Make a custom field.
/// </summary>
/// <typeparam name="T">The type of data the field contains.</typeparam>
/// <param name="inputLabel">A string to display before the custom field.</param>
/// <param name="createField">A callback function which creates the field and returns the field's new value.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <param name="guiStyle">Used to add a custom GUIStyle, else defaults to EditorStyles.textArea</param>
/// <returns>The field's new value entered by the user.</returns>
public static T CustomField<T>(string inputLabel, Func<T> createField, int indentationLevel = 1, bool isEnabled = true, GUIStyle guiStyle = null)
{
GUIStyle labelStyle = CommonGUIStyles.SetIndentationLevel(guiStyle ?? CommonGUIStyles.InputLabel, indentationLevel);
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PrefixLabel(inputLabel, labelStyle, labelStyle);
KeepPreviousPrefixLabelEnabled();
using (new EditorGUI.DisabledScope(!isEnabled))
{
return createField();
}
}
}
/// <summary>
/// Make a text input field.
/// </summary>
/// <param name="inputLabel">A string to display before the text input area.</param>
/// <param name="currentText">The current text in the text input area.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="placeholderText">Optional placeholder text to display when the input field is empty.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The text entered by the user.</returns>
public static string TextField(string inputLabel, string currentText, int indentationLevel = 1, string placeholderText = "", bool isEnabled = true)
{
return CustomField(inputLabel, () => {
string newText = EditorGUILayout.TextField(currentText);
if (!String.IsNullOrEmpty(placeholderText) && String.IsNullOrEmpty(newText))
{
DisplayPlaceholderTextOverLastField(placeholderText);
}
return newText;
}, indentationLevel, isEnabled);
}
/// <summary>
/// Make a text input area that handles multiple lines.
/// </summary>
/// <param name="inputLabel">A string to display before the text input area.</param>
/// <param name="currentText">The current text in the text input area.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="placeholderText">Optional placeholder text to display when the input field is empty.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <param name="labelGuiStyle">Used to add a custom GUIStyle to the fields label, else defaults to CommonGUIStyles.InputLabel</param>
/// <param name="textAreaGuiStyle">Used to add a custom GUIStyle to the text area, else defaults to EditorStyles.textArea</param>
/// <param name="options">(Optional) Additional GUILayout params to apply to the text area.</param>
/// <returns>The text entered by the user.</returns>
public static string DescriptionField(
string inputLabel,
string currentText,
int indentationLevel = 1,
string placeholderText = "",
bool isEnabled = true,
GUIStyle labelGuiStyle = null,
GUIStyle textAreaGuiStyle = null,
params GUILayoutOption[] options)
{
return CustomField(inputLabel, () => {
string newText = EditorGUILayout.TextArea(currentText, textAreaGuiStyle ?? EditorStyles.textArea, options);
if (!String.IsNullOrEmpty(placeholderText) && String.IsNullOrEmpty(newText))
{
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.TextArea(GUILayoutUtility.GetLastRect(), placeholderText, CommonGUIStyles.PlaceholderTextArea);
}
}
return newText;
}, indentationLevel, isEnabled, labelGuiStyle);
}
/// <summary>
/// Make a key-value dictionary field that will display a list of keys and a list of values.
/// </summary>
/// <typeparam name="K">The type of the key List. This type must be serializable.</typeparam>
/// <typeparam name="V">The type of the value List. This type must be serializable.</typeparam>
/// <param name="serializedKeysListProperty">The serialized property corresponding to the keys list.</param>
/// <param name="serializedValuesListProperty">The serialized property corresponding to the values list.</param>
/// <param name="keysList">The list of keys to be drawn.</param>
/// <param name="valuesList">The list of values to be drawn.</param>
/// <param name="keysLabel">The label that should be shown above the list of keys.</param>
/// <param name="valuesLabel">The label that should be shown above the list of values.</param>
/// <param name="isReadonly">Optional field is set to true if the GUI should be disabled for typing into and the options to add. Subtract fields will also be removed if isReadonly is true.</param>
/// <param name="paddingBetweenKeyAndValue">When true, allows editing of the dictionary.</param>
/// <param name="paddingBetweenPairs">Optional field for adding spacing between each pair in a vertical section.</param>
public static void SerializableExamplesDictionary<K,V>(
SerializedProperty serializedKeysListProperty,
SerializedProperty serializedValuesListProperty,
List<K> keysList,
List<V> valuesList,
string keysLabel,
string valuesLabel,
bool isReadonly = false,
int paddingBetweenKeyAndValue = 2,
int paddingBetweenPairs = 4)
{
using (new EditorGUILayout.HorizontalScope(SettingsGUIStyles.FeatureExamplesTab.DictionaryKeyValues))
{
EditorGUILayout.LabelField(keysLabel, GUILayout.MinWidth(0));
EditorGUILayout.LabelField(valuesLabel, GUILayout.MinWidth(0));
if (!isReadonly)
{
GUILayout.Space(CommonGUIStyles.INLINE_ICON_SIZE);
}
}
using (new EditorGUI.DisabledScope(isReadonly))
{
using (new EditorGUILayout.VerticalScope())
{
for (int i = 0; i < serializedKeysListProperty.arraySize; i++)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(serializedKeysListProperty.GetArrayElementAtIndex(i),
GUIContent.none);
GUILayout.Space(paddingBetweenKeyAndValue);
EditorGUILayout.PropertyField(serializedValuesListProperty.GetArrayElementAtIndex(i),
GUIContent.none);
if (!isReadonly)
{
using (new EditorGUI.DisabledScope(serializedKeysListProperty.arraySize <= 1))
{
GUILayout.Box(EditorResources.Textures.SettingsWindow.MinusIcon.Get(), SettingsGUIStyles.Icons.InlineIcons);
Rect minusButtonRect = GUILayoutUtility.GetLastRect();
// Create a button with no text but spans the length of both the icon created above
if (GUI.Button(minusButtonRect, "", GUIStyle.none))
{
keysList.RemoveAt(i);
valuesList.RemoveAt(i);
}
if (serializedKeysListProperty.arraySize > 1)
{
EditorGUIUtility.AddCursorRect(minusButtonRect, MouseCursor.Link);
}
}
}
}
GUILayout.Space(paddingBetweenPairs);
}
}
if (!isReadonly)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Box(EditorResources.Textures.SettingsWindow.PlusIcon.Get(), SettingsGUIStyles.Icons.NormalSize);
Rect plusButtonRect = GUILayoutUtility.GetLastRect();
// Create a button with no text but spans the length of both the icon created above
if (GUI.Button(plusButtonRect, "", GUIStyle.none))
{
keysList.Add(default);
valuesList.Add(default);
}
EditorGUIUtility.AddCursorRect(plusButtonRect, MouseCursor.Link);
GUILayout.FlexibleSpace();
}
EditorGUILayout.Space(5);
}
}
}
/// <summary>
/// Creates a UI element that will display a list in the same style as the SerializableExamplesDictionary
/// </summary>
/// <param name="serializedListProperty">The serialized property corresponding to the keys list.</param>
/// <param name="list">The list of values to be drawn.</param>
/// <param name="label">The label that should be shown above the list of keys.</param>
/// <param name="isReadonly">When true, allows editing of the list.</param>
/// <param name="paddingBetweenElements">Optional field for adding spacing between each element in a vertical section.</param>
public static void SerializableExamplesList<T>(
SerializedProperty serializedListProperty,
List<T> list,
string label,
bool isReadonly = false,
int paddingBetweenElements = 4)
{
using (new EditorGUILayout.HorizontalScope(SettingsGUIStyles.FeatureExamplesTab.DictionaryKeyValues))
{
EditorGUILayout.LabelField(label, GUILayout.MinWidth(0));
if (!isReadonly)
{
GUILayout.Space(CommonGUIStyles.INLINE_ICON_SIZE);
}
}
using (new EditorGUI.DisabledScope(isReadonly))
{
using (new EditorGUILayout.VerticalScope())
{
for (int i = 0; i < serializedListProperty.arraySize; i++)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(serializedListProperty.GetArrayElementAtIndex(i), GUIContent.none);
if (!isReadonly)
{
using (new EditorGUI.DisabledScope(serializedListProperty.arraySize <= 1))
{
GUILayout.Box(EditorResources.Textures.SettingsWindow.MinusIcon.Get(), SettingsGUIStyles.Icons.InlineIcons);
Rect minusButtonRect = GUILayoutUtility.GetLastRect();
// Create a button with no text but spans the length of both the icon created above
if (GUI.Button(minusButtonRect, "", GUIStyle.none))
{
list.RemoveAt(i);
}
if (serializedListProperty.arraySize > 1)
{
EditorGUIUtility.AddCursorRect(minusButtonRect, MouseCursor.Link);
}
}
}
}
GUILayout.Space(paddingBetweenElements);
}
}
if (!isReadonly)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.Box(EditorResources.Textures.SettingsWindow.PlusIcon.Get(), SettingsGUIStyles.Icons.NormalSize);
Rect plusButtonRect = GUILayoutUtility.GetLastRect();
// Create a button with no text but spans the length of both the text and the icon
if (GUI.Button(plusButtonRect, "", GUIStyle.none))
{
list.Add(default);
}
EditorGUIUtility.AddCursorRect(plusButtonRect, MouseCursor.Link);
GUILayout.FlexibleSpace();
}
EditorGUILayout.Space(5);
}
}
}
/// <summary>
/// Make a label field. Useful for displaying read only information.
/// </summary>
/// <param name="labelKey">A string to display in the label key (left) field.</param>
/// <param name="labelValue">A string to display in the label value (right) field.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label key.</param>
public static void LabelField(string labelKey, string labelValue, int indentationLevel = 1)
{
CustomField(labelKey, () => EditorGUILayout.LabelField(labelValue), indentationLevel);
}
/// <summary>
/// Make a password input field. All characters entered are displayed as '*'.
/// </summary>
/// <param name="inputLabel">A string to display before the password input area.</param>
/// <param name="currentPassword">The current password in the password input area.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="placeholderText">Optional placeholder text to display when the input field is empty.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The password entered by the user.</returns>
public static string PasswordField(string inputLabel, string currentPassword, int indentationLevel = 1, string placeholderText = "", bool isEnabled = true)
{
return CustomField(inputLabel, () =>
{
string newPassword = EditorGUILayout.PasswordField(currentPassword);
if (!String.IsNullOrEmpty(placeholderText) && String.IsNullOrEmpty(newPassword))
{
DisplayPlaceholderTextOverLastField(placeholderText);
}
return newPassword;
}, indentationLevel, isEnabled);
}
/// <summary>
/// Make a property field.
/// </summary>
/// <param name="inputLabel">A string to display before the property input area.</param>
/// <param name="property">The serialized property to edit.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="placeholderText">Optional placeholder text to display when the input field is empty.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <param name="options">(Optional) Additional GUILayout params to apply to the field.</param>
public static void PropertyField(string inputLabel, SerializedProperty property, int indentationLevel = 1, string placeholderText = "", bool isEnabled = true, params GUILayoutOption[] options)
{
CustomField(inputLabel, () =>
{
EditorGUILayout.PropertyField(property, GUIContent.none, options);
if (!String.IsNullOrEmpty(placeholderText) && String.IsNullOrEmpty(property.stringValue))
{
DisplayPlaceholderTextOverLastField(placeholderText);
}
}, indentationLevel, isEnabled);
}
/// <summary>
/// Make a description field.
/// </summary>
/// <param name="description">The description to display.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the description.</param>
/// <param name="textAnchor">Where to anchor the text.</param>
public static void Description(string description, int indentationLevel = 1, TextAnchor textAnchor = TextAnchor.MiddleLeft)
{
GUIStyle descriptionStyle = CommonGUIStyles.SetIndentationLevel(CommonGUIStyles.Description, indentationLevel);
descriptionStyle.alignment = textAnchor;
descriptionStyle.wordWrap = true;
EditorGUILayout.LabelField(description, descriptionStyle);
}
public static void ErrorText(string error, int indentationLevel = 1)
{
GUIStyle errorStyle = CommonGUIStyles.SetIndentationLevel(CommonGUIStyles.Description, indentationLevel);
errorStyle.normal.textColor = CommonGUIStyles.ErrorRed;
EditorGUILayout.LabelField(error, errorStyle);
}
/// <summary>
/// Make an on/off toggle field.
/// </summary>
/// <param name="inputLabel">A string to display before the toggle field.</param>
/// <param name="currentValue">The current value of the toggle field.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The new value of the toggle field.</returns>
public static bool ToggleField(string inputLabel, bool currentValue, int indentationLevel = 1, bool isEnabled = true)
{
return CustomField(inputLabel, () =>
{
bool newValue = GUILayout.Toggle(currentValue, string.Empty);
// Make the toggle field only be selectable when the mouse is directly on it, rather than anywhere on it's row.
// Otherwise, the user can accidentally toggle this field without knowing it.
GUILayout.FlexibleSpace();
return newValue;
},
indentationLevel, isEnabled);
}
/// <summary>
/// Make an on/off toggle with a label to the left of the checkbox.
/// </summary>
/// <param name="inputLabel">A string to display before after the checkbox.</param>
/// <param name="currentValue">The current value of the toggle.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The new value of the toggle.</returns>
public static bool ToggleLeft(string inputLabel, bool currentValue, bool isEnabled = true)
{
using (new EditorGUI.DisabledScope(!isEnabled))
{
float originalLabelWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = GUI.skin.label.CalcSize(new GUIContent(inputLabel)).x;
bool result = EditorGUILayout.ToggleLeft(inputLabel, currentValue);
EditorGUIUtility.labelWidth = originalLabelWidth;
return result;
}
}
/// <summary>
/// Make an int slider field.
/// </summary>
/// <param name="inputLabel">A string to display before the int slider field.</param>
/// <param name="currentValue">The current value of the slider.</param>
/// <param name="minValue">The minimum value of the slider.</param>
/// <param name="maxValue">The maximum value of the slider.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The new value of the int slider.</returns>
public static int IntSlider(string inputLabel, int currentValue, int minValue, int maxValue, int indentationLevel = 1, bool isEnabled = true)
{
return CustomField(inputLabel, () =>
{
return EditorGUILayout.IntSlider(currentValue, minValue, maxValue);
}, indentationLevel, isEnabled);
}
/// <summary>
/// Make a slider that allows a user to override the min or max by using the text field value.
/// </summary>
/// <param name="inputLabel">A string to display before the int slider field.</param>
/// <param name="currentValue">The current value of the slider.</param>
/// <param name="minValue">The minimum value of the slider.</param>
/// <param name="maxValue">The maximum value of the slider.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and and non-interactable.</param>
/// <returns>The new value of the int slider.</returns>
public static int OverrideSlider(string inputLabel, int currentValue, int minValue, int maxValue, int indentationLevel = 1, bool isEnabled = true)
{
return CustomField(inputLabel, () =>
{
float sliderValue = GUILayout.HorizontalSlider(currentValue, minValue, maxValue);
float finalValue = sliderValue;
string textValue = GUILayout.TextField(finalValue.ToString(), GUILayout.Width(OVERRIDE_SLIDER_TEXT_WIDTH));
if (!float.TryParse(textValue, out finalValue))
{
finalValue = string.IsNullOrEmpty(textValue) ? minValue : sliderValue;
}
return (int)finalValue;
}, indentationLevel, isEnabled);
}
/// <summary>
/// Make a text field that can also be populated by a file selector, accessible via an inline button.
/// </summary>
/// <param name="inputLabel">A string to display before the text field and file selector button.</param>
/// <param name="currentValue">The current value of the text field.</param>
/// <param name="filePanelTitle">The title of the file selection panel.</param>
/// <param name="fileExtension">The file extension which can be selected.</param>
/// <param name="indentationLevel">The level of indentation to place in front of the label.</param>
/// <param name="isEnabled">When set to false, the input field will be greyed-out and non-interactable.</param>
/// <param name="openingFile">Whether to open a file selection screen that opens existing files, or lets you enter the name of a non-existing file.</param>
/// <returns>The new value of the text field.</returns>
public static string FileSelection(string inputLabel, string currentValue, string filePanelTitle, string fileExtension = "*", int indentationLevel = 1, bool isEnabled = true, bool openingFile = true)
{
CustomField(inputLabel, () =>
{
using (new EditorGUILayout.HorizontalScope())
{
currentValue = EditorGUILayout.TextField(currentValue);
if (GUILayout.Button(SELECT_FILE, GUILayout.Width(GUI.skin.button.CalcSize(new GUIContent(SELECT_FILE)).x + 16)))
{
if (openingFile)
{
currentValue = EditorUtility.OpenFilePanel(filePanelTitle, string.Empty, fileExtension);
}
else
{
currentValue = EditorUtility.SaveFilePanel(filePanelTitle, string.Empty, string.Empty, fileExtension);
}
// If the above TextField has focus before clicking the Select File button, it will not update after a file is selected. Forcing it to loose focus afterwards will force it to update.
GUI.FocusControl(null);
}
};
}, indentationLevel, isEnabled);
return currentValue;
}
/// <summary>
/// Make an empty prefix label.
/// </summary>
/// <remarks>
/// Useful for aligning unlabeled fields with inputs.
/// </remarks>
public static void EmptyPrefixLabel()
{
PrefixLabel(EMPTY_PREFIX_SPACE);
}
/// <summary>
/// Keep the previous <c>EditorGUILayout.PrefixLabel()</c> from getting disabled when the GUI element it labels is disabled.<br/><br/>
///
/// This method must be called between <c>EditorGUILayout.PrefixLabel()</c> and the next <c>EditorGUILayout</c> or <c>GUILayout</c> function.
/// See below for an example.<br/><br/>
///
/// Explanation: PrefixLabels automatically get disabled when the GUI element they label is disabled.
/// This happens even if the PrefixLabel itself is wrapped in a <c>using EditorGUI.DisabledScope(true){}</c> block.
/// This method creates an invisible, zero-width label field between the PrefixLabel and the GUI element which it labels.
/// The invisible label field is never disabled, so the PrefixLabel remains enabled.
/// </summary>
/// <example>
/// This shows how to use this method to keep a prefix label from getting disabled.
/// <code>
/// EditorGUILayout.PrefixLabel("Foo:");
/// EditorGUILayoutElements.KeepPreviousPrefixLabelEnabled();
/// using (new EditorGUI.DisabledScope(!_isFooInputFieldDisabled))
/// {
/// _currentFoo = EditorGUILayout.TextField(currentFoo);
/// }
/// </code>
/// </example>
public static void KeepPreviousPrefixLabelEnabled()
{
// Surprisingly, Width(0f) is not actually zero width.
EditorGUILayout.LabelField(string.Empty, new GUIStyle(), GUILayout.Width(-3f));
}
/// <summary>
/// Draw an icon representing a feature's deployment status.
/// </summary>
/// <param name="deploymentStatus">The current deployment status of a feature.</param>
public static void DeploymentStatusIcon(FeatureStatus deploymentStatus)
{
Texture icon = GetDeploymentStatusIcon(deploymentStatus);
if (icon != null)
{
GUILayout.Box(icon, CommonGUIStyles.DeploymentStatusIcon);
}
}
/// <summary>
/// Draw an icon button for hard refreshing feature deployment statuses.
/// </summary>
/// <param name="isRefreshing">Indicates if feature refresh is in progress.</param>
/// <remarks>A box will be rendered instead of a button if the refresh is in progress. During refresh the method will always return false.</remarks>
/// <returns>True when the user clicks the button.</returns>
public static bool DeploymentRefreshIconButton(bool isRefreshing)
{
Texture icon;
if (isRefreshing)
{
icon = EditorResources.Textures.FeatureStatusWaiting.Get();
GUILayout.Box(new GUIContent(icon, L10n.Tr("Refreshing deployment status of all features.")), CommonGUIStyles.RefreshIcon);
return false;
}
icon = EditorResources.Textures.FeatureStatusRefresh.Get();
return GUILayout.Button(new GUIContent(icon, L10n.Tr("Refresh deployment status of all features.")), CommonGUIStyles.RefreshIcon);
}
/// <summary>
/// Displays a tooltip under the users mouse pointer when the mouse pointer is inside of the last element rendered before this call.
/// </summary>
/// <param name="message">Tooltip to display</param>
public static void DrawToolTip(string message)
{
if (Event.current.type == EventType.Repaint && GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition))
{
Vector3 mousePos = Event.current.mousePosition;
Vector2 size = GUI.skin.box.CalcSize(new GUIContent(message));
GUI.Label(new Rect(mousePos.x - size.x, mousePos.y - size.y, size.x, size.y), message, SettingsGUIStyles.Tooltip.Text);
}
}
internal static Texture GetDeploymentStatusIcon(FeatureStatus deploymentStatus)
{
switch (deploymentStatus)
{
case FeatureStatus.Undeployed:
// fall through
case FeatureStatus.Unknown:
return null;
case FeatureStatus.Deployed:
return EditorResources.Textures.FeatureStatusSuccess.Get();
case FeatureStatus.Error:
// fall through
case FeatureStatus.RollbackComplete:
return EditorResources.Textures.FeatureStatusError.Get();
default:
return EditorResources.Textures.FeatureStatusWorking.Get();
}
}
private static void DisplayPlaceholderTextOverLastField(string placeholderText)
{
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.LabelField(GUILayoutUtility.GetLastRect(), placeholderText, CommonGUIStyles.PlaceholderLabel);
}
}
}
}
| 953 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// Interface for a GUI element which can be drawn on the screen with Unity's EditorGUILayout or GUILayout.
/// </summary>
public interface IDrawable
{
/// <summary>
/// Draw this element on the screen using functions in UnityEditor.EditorGUILayout or UnityEditor.GUILayout.
/// </summary>
public void OnGUI();
}
} | 16 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.FileStructure;
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// A GUI element which displays a link followed by an external icon, optionally prepended with a label.
/// </summary>
public class LinkWidget : IDrawable
{
// Data
private readonly string _prependedText;
private readonly float _spaceAfterPrependedText;
private readonly string _linkLabel;
private readonly Options _options;
private readonly Action _onClick;
// Styles
private GUIStyle _linkTextStyle;
private GUIStyle _prependedTextStyle;
private GUIStyle _iconStyle;
private GUIStyle _iconStyleWithoutOffset;
/// <summary>
/// Create a new LinkWidget.
/// </summary>
/// <param name="linkLabel">The link text to display.</param>
/// <param name="onClick">The action to execute when clicking on the link.</param>
/// <param name="options">Styling options to apply.</param>
public LinkWidget(string linkLabel, Action onClick, Options options = null)
{
_linkLabel = linkLabel;
_onClick = onClick;
_options = options ?? new Options();
}
/// <summary>
/// Create a new LinkWidget with a label placed before it.
/// </summary>
/// <param name="prependedText">The text to place directly before the <c>linkLabel</c>.</param>
/// <param name="linkLabel">The link text to display.</param>
/// <param name="onClick">The action to execute when clicking on the link.</param>
/// <param name="options">Styling options to apply.</param>
/// <param name="spaceAfterPrependedText">The amount of space to place between the <c>prependedText</c> and <c>linkLabel</c>.</param>
public LinkWidget(string prependedText, string linkLabel, Action onClick, Options options = null, float spaceAfterPrependedText = 0f)
: this(linkLabel, onClick, options)
{
_prependedText = prependedText;
_spaceAfterPrependedText = spaceAfterPrependedText;
}
/// <summary>
/// Create a new LinkWidget.
/// </summary>
/// <param name="linkLabel">The text to display in place of the URL.</param>
/// <param name="url">The link that clicking the label text will route to.</param>
/// <param name="options">Styling options to apply.</param>
public LinkWidget(string linkLabel, string url, Options options = null)
: this(linkLabel, () => Application.OpenURL(url), options)
{
}
/// <summary>
/// Create a new LinkWidget with a label placed before it.
/// </summary>
/// <param name="prependedText">The text to place directly before the <c>linkLabel</c>.</param>
/// <param name="linkLabel">The text to display in place of the URL.</param>
/// <param name="url">The link that clicking the label text will route to.</param>
/// <param name="options">Styling options to apply.</param>
/// <param name="spaceAfterPrependedText">The amount of space to place between the <c>prependedText</c> and <c>linkLabel</c>.</param>
public LinkWidget(string prependedText, string linkLabel, string url, Options options = null, float spaceAfterPrependedText = 0f)
: this(linkLabel, url, options)
{
_prependedText = prependedText;
_spaceAfterPrependedText = spaceAfterPrependedText;
}
/// <summary>
/// Styling options for the LinkWidget class.
/// </summary>
public class Options
{
/// <summary>
/// A GUIStyle to apply to the horizontal layout section which contains the entire link widget (the prepended text, link label, and icon).
/// </summary>
public GUIStyle OverallStyle = GUIStyle.none;
/// <summary>
/// Whether to enable/disable word wrapping for the <c>linkLabel</c> parameter's text.
/// </summary>
public bool ShouldWordWrapLinkLabel = true;
/// <summary>
/// Number of pixels to shift the entire link widget (prepended text, link label, and icon).
/// </summary>
public Vector2 ContentOffset = Vector2.zero;
/// <summary>
/// Alignment of the entire link widget (prepended text, link label, and icon).
/// </summary>
public Alignment Alignment = Alignment.Left;
/// <summary>
/// The tooltip to show when the mouse is hovering over the link. By default no tooltip is shown.
/// </summary>
public string Tooltip = string.Empty;
/// <summary>
/// Whether to draw the external icon after the link label.
/// </summary>
public bool ShouldDrawExternalIcon = true;
}
/// <summary>
/// The alignment of the entire link widget (prepended text, link label, and icon).
/// </summary>
public enum Alignment
{
/// <summary>
/// The LinkWidget is aligned to the left, by placing a GUILayout.FlexibleSpace() at the end of it's horizontal layout group.
/// </summary>
Left,
/// <summary>
/// The LinkWidget is aligned to the right by placing a GUILayout.FlexibleSpace() at the beginning of it's horizontal layout group.
/// </summary>
Right,
/// <summary>
/// The LinkWidget is placed in the default manner for a horizontal layout group.
/// It does not use a GUILayout.FlexibleSpace() to position itself.
/// </summary>
None,
}
/// <summary>
/// Draw the LinkWidget.
/// </summary>
public void OnGUI()
{
SetGUIStyles();
using (new EditorGUILayout.HorizontalScope(_options.OverallStyle))
{
if (_options.Alignment == Alignment.Right)
{
GUILayout.FlexibleSpace();
}
DrawPrependedText();
DrawLinkWithExternalIcon();
if (_options.Alignment == Alignment.Left)
{
GUILayout.FlexibleSpace();
}
}
}
// Avoid a null-reference exception by creating the GUIStyles during OnGUI instead of the constructor.
// The exception happens because EditorStyles (ex: EditorStyles.label) are null until the first frame of the GUI.
private void SetGUIStyles()
{
_linkTextStyle = new GUIStyle(LinkWidgetStyles.LinkLabelStyle)
{
wordWrap = _options.ShouldWordWrapLinkLabel
};
Vector2 totalContentOffset = _options.ContentOffset + LinkWidgetStyles.BaselineContentOffset;
_linkTextStyle = CommonGUIStyles.AddContentOffset(_linkTextStyle, totalContentOffset);
_linkTextStyle.fontSize = _options.OverallStyle.fontSize;
_prependedTextStyle = CommonGUIStyles.AddContentOffset(LinkWidgetStyles.PrependedTextStyle, totalContentOffset);
_iconStyleWithoutOffset = _linkTextStyle.fontSize == 10
? LinkWidgetStyles.IconStyleSmall
: LinkWidgetStyles.IconStyleNormal;
_iconStyle = CommonGUIStyles.AddContentOffset(_iconStyleWithoutOffset, totalContentOffset);
}
private void DrawPrependedText()
{
if (string.IsNullOrEmpty(_prependedText))
{
return;
}
EditorGUILayout.LabelField(_prependedText, _prependedTextStyle);
if (_spaceAfterPrependedText != 0)
{
// We only create this Space() element if non-zero, because Space(0) actually creates a non zero-width space.
EditorGUILayout.Space(_spaceAfterPrependedText);
}
}
/// <summary>
/// Draws a button, that is styled to look like a hyperlink, followed by an external link Icon.
/// </summary>
private void DrawLinkWithExternalIcon()
{
GUILayout.Label(_linkLabel, _linkTextStyle);
Rect buttonRect = GUILayoutUtility.GetLastRect();
buttonRect.x += _options.ContentOffset.x;
buttonRect.y += _options.ContentOffset.y;
buttonRect.width = _linkTextStyle.CalcSize(new GUIContent(_linkLabel)).x;
if (_options.ShouldDrawExternalIcon)
{
// Draw icon
GUILayout.Box(EditorResources.Textures.SettingsWindow.ExternalLinkIcon.Get(), _iconStyle);
buttonRect.width += GUILayoutUtility.GetLastRect().width + _iconStyleWithoutOffset.fixedWidth / 3f;
}
// Create a button with no text but spans the length of both the text and the icon (if drawn)
GUIContent buttonContent = new GUIContent(string.Empty, _options.Tooltip);
if (GUI.Button(buttonRect, buttonContent, GUIStyle.none))
{
_onClick();
}
// Change mouse cursor to a "pointer" when hovering over the button
EditorGUIUtility.AddCursorRect(buttonRect, MouseCursor.Link);
}
/// <summary>
/// Subclass containing all specific styles for the LinkWidget.
/// </summary>
private static class LinkWidgetStyles
{
// The link widget is 2 pixels higher than other text on it's same line.
// This offset brings it back down to where it should be.
public static readonly Vector2 BaselineContentOffset = new Vector2(0, 2);
private static readonly GUIStyleState LinkLabelStyleState = new GUIStyleState()
{
background = EditorStyles.label.normal.background,
scaledBackgrounds = EditorStyles.label.normal.scaledBackgrounds,
textColor = EditorStyles.linkLabel.normal.textColor
};
public static readonly GUIStyle LinkLabelStyle = new GUIStyle(EditorStyles.label)
{
active = EditorStyles.linkLabel.active,
hover = EditorStyles.linkLabel.hover,
normal = LinkLabelStyleState,
stretchWidth = false,
};
public static readonly GUIStyle PrependedTextStyle = new GUIStyle(EditorStyles.label)
{
wordWrap = true
};
public static readonly GUIStyle IconStyleNormal = new GUIStyle()
{
contentOffset = new Vector2(2, 3),
fixedWidth = 14,
fixedHeight = 14
};
public static readonly GUIStyle IconStyleSmall = new GUIStyle()
{
contentOffset = new Vector2(0, 2),
fixedWidth = 10,
fixedHeight = 10
};
}
}
} | 281 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// A tab to be displayed in a TabViewWidget.
/// </summary>
public class Tab
{
public string DisplayName { get; }
public IDrawable TabContent { get; }
/// <summary>
/// Create a new Tab.
/// </summary>
/// <param name="displayName">The string to show on this tab's button in the tab selector.</param>
/// <param name="tabContent">The content to draw while this tab is selected in the TabViewWidget.</param>
public Tab(string displayName, IDrawable tabContent)
{
DisplayName = displayName;
TabContent = tabContent;
}
}
} | 25 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Libraries
using System;
using System.Linq;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor.GUILayoutExtensions
{
/// <summary>
/// A GUI element which displays a tab selector at the top and the selected tab's contents below.
///
/// This is a wrapper around the GUILayout.Toolbar() function: https://docs.unity3d.com/ScriptReference/GUILayout.Toolbar.html
/// </summary>
[Serializable]
public class TabWidget : IDrawable
{
// State
[SerializeField] private int _selectedTabId;
// Data
private string[] _tabNames;
private IDrawable[] _tabContents;
private GUI.ToolbarButtonSize _tabSelectorButtonSize;
/// <summary>
/// Initializes a tab widget.
///
/// See Unity's GUILayout.Toolbar() for details on the parameters: https://docs.unity3d.com/ScriptReference/GUILayout.Toolbar.html
/// </summary>
/// <param name="tabs">An array of all the tabs to display with this tab widget. It must contain at least one element.</param>
/// <param name="tabSelectorButtonSize">Determines how the toolbar button size is calculated.</param>
/// <exception cref="ArgumentException">Thrown when the <see cref="tabs"/> array is empty.</exception>
public void Initialize(Tab[] tabs, GUI.ToolbarButtonSize tabSelectorButtonSize)
{
if (tabs.Length == 0)
{
throw new ArgumentException($"The '{nameof(tabs)}' parameter is empty. It must contain at least one element.");
}
// Data
_tabNames = tabs.Select(tab => tab.DisplayName).ToArray();
_tabContents = tabs.Select(tab => tab.TabContent).ToArray();
// Clamp the selected tab id in case our previously selected tab is out of bounds
_selectedTabId = Mathf.Clamp(_selectedTabId, 0, tabs.Length);
_tabSelectorButtonSize = tabSelectorButtonSize;
}
/// <summary>
/// Change the currently selected tab to the named tab.
/// </summary>
/// <param name="tabName">The name of the tab to select. Must be the name of one of the tabs passed into the constructor.
/// Otherwise, an Error will be logged and the tab selection will not change.</param>
public void SelectTab(string tabName)
{
int nextTabId = Array.IndexOf(_tabNames, tabName);
if (nextTabId < 0)
{
// Wrap the tab names in quotes, like: "NameOne", "NameTwo", "NameThree"
string validTabNames = $"\"{string.Join("\", \"", _tabNames)}\"";
string currentTabName = _tabNames[_selectedTabId];
Logging.LogError($"There is no tab named \"{tabName}\". Valid tab names are: {validTabNames}. The selected tab will remain \"{currentTabName}\".");
return;
}
_selectedTabId = nextTabId;
}
/// <summary>
/// Draw the tab selector and the contents of the selected tab.
///
/// The tab selector buttons will use the default <c>button</c> style from the current UnityEngine.GUISkin.
/// </summary>
public void OnGUI()
{
OnGUI(GUI.skin.button);
}
/// <summary>
/// Draw the tab selector and the contents of the selected tab.
/// </summary>
/// <param name="tabSelectorStyle">The style to use for the tab selector buttons.</param>
public void OnGUI(GUIStyle tabSelectorStyle)
{
DrawTabSelector(tabSelectorStyle);
DrawTabContent();
}
private void DrawTabSelector(GUIStyle tabSelectorStyle)
{
using (new EditorGUILayout.HorizontalScope())
{
GUILayout.FlexibleSpace();
_selectedTabId = EditorGUILayoutElements.CreateFeatureToolbar(_selectedTabId, _tabNames, _tabSelectorButtonSize, tabSelectorStyle);
GUILayout.FlexibleSpace();
}
}
private void DrawTabContent()
{
IDrawable selectedTab = _tabContents[_selectedTabId];
selectedTab.OnGUI();
}
}
} | 117 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.Models
{
public class AccountDetails
{
public string GameName { get; set; }
public string Environment { get; set; }
public string AccountId { get; set; }
public string Region { get; set; }
public string AccessKey { get; set; }
public string AccessSecret { get; set; }
public AccountCredentials CreateAccountCredentials()
{
AccountCredentials accountCredentials = new AccountCredentials();
accountCredentials.AccountId = AccountId;
accountCredentials.AccessKey = AccessKey;
accountCredentials.AccessSecret = AccessSecret;
accountCredentials.Region = Region;
return accountCredentials;
}
public AccountInfo CreateAccountInfo()
{
AccountInfo accountInfo = new AccountInfo();
accountInfo.AccountId = AccountId;
accountInfo.GameName = GameName;
accountInfo.Environment = String.IsNullOrEmpty(Environment) ? Constants.EnvironmentCodes.DEVELOPMENT : Environment;
accountInfo.CompanyName = "";
return accountInfo;
}
}
}
| 44 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Libraries
using System;
namespace AWS.GameKit.Editor.Models
{
/// <summary>
/// A generic feature setting.<br/><br/>
///
/// Feature settings are configured by the user through the AWS GameKit Settings window. Each feature has it's own settings to configure.<br/><br/>
///
/// Feature settings are applied during deployment in the form of CloudFormation template parameters.<br/><br/>
/// </summary>
/// <typeparam name="T">The data type of this feature setting. This type is used to convert to/from a string when communicating with the AWS GameKit C++ SDK.</typeparam>
[Serializable]
public abstract class FeatureSetting<T> : IFeatureSetting
{
public string VariableName { get; }
/// <summary>
/// The current value of this setting as configured in the UI.
/// </summary>
public T CurrentValue;
/// <summary>
/// The default value that will be used for this setting if the user does not change it.
/// </summary>
public T DefaultValue { get; }
public string CurrentValueString => ValueToString(CurrentValue);
public string DefaultValueString => ValueToString(DefaultValue);
/// <summary>
/// Create a new instance of FeatureSetting which has it's current value set to the default value.
/// </summary>
/// <exception cref="System.ArgumentNullException">Thrown when any constructor argument is null.</exception>
protected FeatureSetting(string variableName, T defaultValue)
{
VariableName = variableName ?? throw new ArgumentNullException(nameof(variableName));
DefaultValue = defaultValue ?? throw new ArgumentNullException(nameof(defaultValue));
CurrentValue = defaultValue;
}
/// <summary>
/// Set the <c>CurrentValue</c> to a new value specified by a string.
/// </summary>
/// <param name="value">The new current value.</param>
/// <exception cref="System.ArgumentNullException">Thrown when the <c>value</c> argument is null.</exception>
public void SetCurrentValueFromString(string value)
{
if (value == null)
{
throw new ArgumentNullException(nameof(value));
}
CurrentValue = ValueFromString(value);
}
/// <summary>
/// Convert the provided value to its string representation.
/// </summary>
/// <param name="value">The value to convert to a string.</param>
/// <returns>A string representation of the provided value.</returns>
protected abstract string ValueToString(T value);
/// <summary>
/// Convert the provided string to a type <c>T</c> object.
/// </summary>
/// <param name="value">The string to convert to type <c>T</c>.</param>
/// <returns>A type <c>T</c> object created from the provided string.</returns>
protected abstract T ValueFromString(string value);
}
}
| 77 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.FileStructure;
using AWS.GameKit.Editor.Utils;
using AWS.GameKit.Editor.Windows.Settings;
namespace AWS.GameKit.Editor.Models
{
/// <summary>
/// Editor metadata associated with a FeatureType enum.
/// </summary>
public class FeatureTypeEditorData
{
/// <summary>
/// All of the features which are displayed in the UI, in the order they should be displayed.
/// </summary>
public static readonly IEnumerable<FeatureType> FeaturesToDisplay = new List<FeatureType>()
{
FeatureType.Identity,
FeatureType.GameStateCloudSaving,
FeatureType.Achievements,
FeatureType.UserGameplayData,
};
public readonly string DisplayName;
public readonly string ApiString;
public readonly string Description;
public readonly string VerboseDescription;
public readonly string DocumentationUrl;
public readonly string ResourcesUIString;
public readonly IGettable<Texture> Icon;
public readonly PageType PageType;
public FeatureTypeEditorData(string displayName, string apiString, string description, string verboseDescription, string documentationUrl, string resourceUIString, IGettable<Texture> icon, PageType pageType)
{
DisplayName = displayName;
ApiString = apiString;
Description = description;
VerboseDescription = verboseDescription;
DocumentationUrl = documentationUrl;
ResourcesUIString = resourceUIString;
Icon = icon;
PageType = pageType;
}
}
/// <summary>
/// Extension methods for the FeatureType enum which provide access to each enum's FeatureTypeEditorData.
/// </summary>
public static class FeatureTypeConverter
{
public static string GetDisplayName(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.DisplayName;
}
public static string GetApiString(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.ApiString;
}
public static string GetDescription(this FeatureType featureType, bool withEndingPeriod = false)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return withEndingPeriod ? editorData.Description + "." : editorData.Description;
}
public static string GetVerboseDescription(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.VerboseDescription;
}
public static string GetDocumentationUrl(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.DocumentationUrl;
}
public static string GetResourcesUIString(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.ResourcesUIString;
}
public static Texture GetIcon(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.Icon.Get();
}
public static PageType GetPageType(this FeatureType featureType)
{
FeatureTypeEditorData editorData = featureType.GetEditorData();
return editorData.PageType;
}
/// <summary>
/// Get the feature's dashboard URL.
/// </summary>
/// <param name="featureType">The feature to get the dashboard for.</param>
/// <param name="gameName">The game's alias.</param>
/// <param name="environmentCode">The short environment code where the feature and dashboard are deployed. Example: "dev", "qa".</param>
/// <param name="region">The AWS region where the feature and dashboard are deployed. Example: "us-west-2"</param>
/// <returns></returns>
public static string GetDashboardUrl(this FeatureType featureType, string gameName, string environmentCode, string region)
{
string featureName = StringHelper.RemoveWhitespace(featureType.GetDisplayName())
.Replace("&", "And");
return $"https://console.aws.amazon.com/cloudwatch/home?region={region}#dashboards:name=GameKit-{gameName}-{environmentCode}-{region}-{featureName}";
}
private static FeatureTypeEditorData GetEditorData(this FeatureType featureType)
{
if (_featureTypeToEditorData.TryGetValue(featureType, out FeatureTypeEditorData editorData))
{
return editorData;
}
throw new ArgumentException($"No FeatureTypeEditorData found for FeatureType: {featureType}. This error should not be possible at runtime. It should be caught by unit tests.");
}
private static readonly ReadOnlyDictionary<FeatureType, FeatureTypeEditorData> _featureTypeToEditorData =
new ReadOnlyDictionary<FeatureType, FeatureTypeEditorData>(
new Dictionary<FeatureType, FeatureTypeEditorData>()
{
{
FeatureType.Main,
new FeatureTypeEditorData(
displayName: "Main",
apiString: "main",
description: L10n.Tr("The Main feature does not have a description"),
verboseDescription: L10n.Tr("The Main feature does not have a verbose description"),
documentationUrl: DocumentationURLs.GAMEKIT_HOME,
resourceUIString: "The Main feature does not have a resources UI String. ",
icon: EditorResources.Textures.Colors.Transparent,
pageType: PageType.EnvironmentAndCredentialsPage)
},
{
FeatureType.Identity,
new FeatureTypeEditorData(
displayName: "Identity & Authentication",
apiString: "identity",
description: L10n.Tr("Create unique identities for each player and allow players to sign into your game. Verify player identities and manage player sessions"),
verboseDescription: L10n.Tr("Sign players into your game to create player IDs, authenticate players to prevent cheating and fraud."),
documentationUrl: DocumentationURLs.IDENTITY,
resourceUIString: "API Gateway, CloudWatch, Cognito, DynamoDB, IAM, Key Management Service, and Lambda. ",
icon: EditorResources.Textures.QuickAccessWindow.FeatureIconIdentity,
pageType: PageType.IdentityAndAuthenticationPage)
},
{
FeatureType.Authentication,
new FeatureTypeEditorData(
displayName: "Authentication",
apiString: "authentication",
description: L10n.Tr("The Authentication feature does not have a description"),
verboseDescription: L10n.Tr("The Authentication feature does not have a verbose description"),
documentationUrl: DocumentationURLs.IDENTITY,
resourceUIString: "The Authentication feature does not have a resources UI String. ",
icon: EditorResources.Textures.Colors.Transparent,
pageType: PageType.IdentityAndAuthenticationPage)
},
{
FeatureType.Achievements,
new FeatureTypeEditorData(
displayName: "Achievements",
apiString: "achievements",
description: L10n.Tr("Track and display game-related rewards earned by players"),
verboseDescription: L10n.Tr("Add an achievement system where players can earn awards for their gameplay prowess."),
documentationUrl: DocumentationURLs.ACHIEVEMENTS,
resourceUIString: "API Gateway, CloudFront, CloudWatch, Cognito, DynamoDB, Lambda, S3, and Security Token Service. ",
icon: EditorResources.Textures.QuickAccessWindow.FeatureIconAchievements,
pageType: PageType.AchievementsPage)
},
{
FeatureType.GameStateCloudSaving,
new FeatureTypeEditorData(
displayName: "Game State Cloud Saving",
apiString: "gamesaving",
description: L10n.Tr("Maintain a synchronized copy of player game progress in the cloud to allow players to resume gameplay across sessions"),
verboseDescription: L10n.Tr("Synchronize game saves in the cloud to let players seamlessly resume gameplay across sessions and multiple devices."),
documentationUrl: DocumentationURLs.GAME_STATE_SAVING,
resourceUIString: "API Gateway, CloudWatch, Cognito, DynamoDB, Lambda, and S3. ",
icon: EditorResources.Textures.QuickAccessWindow.FeatureIconGameStateCloudSaving,
pageType: PageType.GameStateCloudSavingPage)
},
{
FeatureType.UserGameplayData,
new FeatureTypeEditorData(
displayName: "User Gameplay Data",
apiString: "usergamedata",
description: L10n.Tr("Maintain game-related data for each player, such as inventory, statistics, cross-play persistence, etc"),
verboseDescription: L10n.Tr("Maintain player game data in the cloud, available when and where the player signs into the game."),
documentationUrl: DocumentationURLs.USER_GAMEPLAY_DATA,
resourceUIString: "API Gateway, CloudWatch, Cognito, DynamoDB, and Lambda. ",
icon: EditorResources.Textures.QuickAccessWindow.FeatureIconUserGameplayData,
pageType: PageType.UserGameplayDataPage)
},
}
);
}
}
| 218 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.Models
{
/// <summary>
/// A string-based feature setting.<br/><br/>
///
/// This is intended for use with the AWS GameKit C++ SDK, which treats all feature settings as strings.
/// </summary>
public interface IFeatureSetting
{
/// <summary>
/// The setting's variable name in the feature's CloudFormation parameters.yml file.<br/><br/>
///
/// Feature settings are marked in parameters.yml files by a placeholder that looks like: <c>{{AWSGAMEKIT::VARS::my_variable}}</c>,
/// where <c>my_variable</c> is specified by <c>VariableName</c>.<br/><br/>
///
/// <c>VariableName</c> should be used when calling:<br/>
/// - <c>FeatureResourceManager.SetFeatureVariable(..., varName=MySetting.VariableName, ...)</c><br/>
/// - <c>FeatureResourceManager.SetFeatureVariableIfUnset(..., varName=MySetting.VariableName, ...)</c><br/>
/// - As keys in the dictionary response from <c>FeatureResourceManager.GetFeatureVariables()</c>
/// </summary>
public string VariableName { get; }
/// <summary>
/// The current value of this setting represented as a string.
/// </summary>
public string CurrentValueString { get; }
/// <summary>
/// The default value of this setting represented as a string.
/// </summary>
public string DefaultValueString { get; }
/// <summary>
/// Set the current value of this setting to the provided string.
/// </summary>
/// <param name="value">The new current value.</param>
public void SetCurrentValueFromString(string value);
}
}
| 43 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.Models
{
/// <summary>
/// Class for saving secrets in settings
/// </summary>
public class SecretSetting
{
public string SecretIdentifier { get; set; }
public string SecretValue { get; set; }
public bool IsStoredInCloud { get; set; }
public SecretSetting(string secretIdentifier, string secretValue, bool isStoredInCloud)
{
SecretIdentifier = secretIdentifier;
SecretValue = secretValue;
IsStoredInCloud = isStoredInCloud;
}
}
} | 22 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// GameKit
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.Models
{
public enum AwsRegion
{
[AwsRegionData(regionKey: "us-east-1", regionDescription: "us-east-1: US East (N. Virginia)", isSupported: true)]
US_EAST_1,
[AwsRegionData(regionKey: "us-east-2", regionDescription: "us-east-2: US East (Ohio)", isSupported: true)]
US_EAST_2,
[AwsRegionData(regionKey: "us-west-1", regionDescription: "us-west-1: US West (N. California)", isSupported: true)]
US_WEST_1,
[AwsRegionData(regionKey: "us-west-2", regionDescription: "us-west-2: US West (Oregon)", isSupported: true)]
US_WEST_2,
[AwsRegionData(regionKey: "af-south-1", regionDescription: "af-south-1: Africa (Cape Town)", isSupported: false)]
AF_SOUTH_1,
[AwsRegionData(regionKey: "ap-east-1", regionDescription: "ap-east-1: Asia Pacific (Hong Kong)", isSupported: false)]
AP_EAST_1,
[AwsRegionData(regionKey: "ap-south-1", regionDescription: "ap-south-1: Asia Pacific (Mumbai)", isSupported: true)]
AP_SOUTH_1,
[AwsRegionData(regionKey: "ap-northeast-3", regionDescription: "ap-northeast-3: Asia Pacific (Osaka)", isSupported: false)]
AP_NORTHEAST_3,
[AwsRegionData(regionKey: "ap-northeast-2", regionDescription: "ap-northeast-2: Asia Pacific (Seoul)", isSupported: true)]
AP_NORTHEAST_2,
[AwsRegionData(regionKey: "ap-southeast-1", regionDescription: "ap-southeast-1: Asia Pacific (Singapore)", isSupported: true)]
AP_SOUTHEAST_1,
[AwsRegionData(regionKey: "ap-southeast-2", regionDescription: "ap-southeast-2: Asia Pacific (Sydney)", isSupported: true)]
AP_SOUTHEAST_2,
[AwsRegionData(regionKey: "ap-northeast-1", regionDescription: "ap-northeast-1: Asia Pacific (Tokyo)", isSupported: true)]
AP_NORTHEAST_1,
[AwsRegionData(regionKey: "ca-central-1", regionDescription: "ca-central-1: Canada (Central)", isSupported: true)]
CA_CENTRAL_1,
[AwsRegionData(regionKey: "eu-central-1", regionDescription: "eu-central-1: Europe (Frankfurt)", isSupported: true)]
EU_CENTRAL_1,
[AwsRegionData(regionKey: "eu-west-1", regionDescription: "eu-west-1: Europe (Ireland)", isSupported: true)]
EU_WEST_1,
[AwsRegionData(regionKey: "eu-west-2", regionDescription: "eu-west-2: Europe (London)", isSupported: true)]
EU_WEST_2,
[AwsRegionData(regionKey: "eu-south-1", regionDescription: "eu-south-1: Europe (Milan)", isSupported: false)]
EU_SOUTH_1,
[AwsRegionData(regionKey: "eu-west-3", regionDescription: "eu-west-3: Europe (Paris)", isSupported: true)]
EU_WEST_3,
[AwsRegionData(regionKey: "eu-north-1", regionDescription: "eu-north-1: Europe (Stockholm)", isSupported: true)]
EU_NORTH_1,
[AwsRegionData(regionKey: "me-south-1", regionDescription: "me-south-1: Middle East (Bahrain)", isSupported: true)]
ME_SOUTH_1,
[AwsRegionData(regionKey: "sa-east-1", regionDescription: "sa-east-1: South America (Sao Paulo)", isSupported: true)]
SA_EAST_1
}
[AttributeUsage(AttributeTargets.Field)]
public class AwsRegionData : Attribute
{
public readonly string RegionKey;
public readonly string RegionDescription;
public readonly bool IsSupported;
public AwsRegionData(string regionKey, string regionDescription, bool isSupported)
{
RegionKey = regionKey;
RegionDescription = regionDescription;
IsSupported = isSupported;
}
}
/// <summary>
/// Extension methods for <c>AwsRegion</c> which give access to it's enum metadata.
/// </summary>
/// <example>
/// This shows how to use the extension methods.
/// <code>
/// // On the enum class:
/// AwsRegion.AP_SOUTHEAST_2.GetRegionKey();
///
/// // On an enum variable:
/// AwsRegion myRegion = AwsRegion.US_EAST_1
/// myRegion.GetRegionKey();
/// </code>
/// </example>
public static class AwsRegionConverter
{
public static string GetRegionKey(this AwsRegion awsRegion)
{
return awsRegion.GetAttribute<AwsRegionData>().RegionKey;
}
public static string GetRegionDescription(this AwsRegion awsRegion)
{
return awsRegion.GetAttribute<AwsRegionData>().RegionDescription;
}
public static bool IsRegionSupported(this AwsRegion awsRegion)
{
return awsRegion.GetAttribute<AwsRegionData>().IsSupported;
}
}
}
| 125 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Libraries
using System;
using System.Globalization;
namespace AWS.GameKit.Editor.Models.FeatureSettings
{
/// <summary>
/// A feature setting that is a <c>bool</c>.
/// </summary>
[Serializable]
public class FeatureSettingBool : FeatureSetting<bool>
{
public FeatureSettingBool(string variableName, bool defaultValue) : base(variableName, defaultValue)
{
}
protected override string ValueToString(bool value) => value.ToString(CultureInfo.InvariantCulture).ToLowerInvariant();
protected override bool ValueFromString(string value) => bool.Parse(value);
}
} | 24 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Libraries
using System;
using System.Globalization;
namespace AWS.GameKit.Editor.Models.FeatureSettings
{
/// <summary>
/// A feature setting that is a <c>float</c>.
/// </summary>
[Serializable]
public class FeatureSettingFloat : FeatureSetting<float>
{
public FeatureSettingFloat(string variableName, float defaultValue) : base(variableName, defaultValue)
{
}
protected override string ValueToString(float value) => value.ToString(CultureInfo.InvariantCulture);
protected override float ValueFromString(string value) => float.Parse(value, CultureInfo.InvariantCulture);
}
} | 24 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Libraries
using System;
using System.Globalization;
namespace AWS.GameKit.Editor.Models.FeatureSettings
{
/// <summary>
/// A feature setting that is an <c>int</c>.
/// </summary>
[Serializable]
public class FeatureSettingInt : FeatureSetting<int>
{
public FeatureSettingInt(string variableName, int defaultValue) : base(variableName, defaultValue)
{
}
protected override string ValueToString(int value) => value.ToString(CultureInfo.InvariantCulture);
protected override int ValueFromString(string value) => int.Parse(value, CultureInfo.InvariantCulture);
}
}
| 25 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
namespace AWS.GameKit.Editor.Models.FeatureSettings
{
/// <summary>
/// A feature setting that is a <c>string</c>.
/// </summary>
[Serializable]
public class FeatureSettingString : FeatureSetting<string>
{
public FeatureSettingString(string variableName, string defaultValue) : base(variableName, defaultValue)
{
}
protected override string ValueToString(string value) => value;
protected override string ValueFromString(string value) => value;
}
} | 23 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
namespace AWS.GameKit.Editor.Utils
{
public static class DocumentationURLs
{
public const string GAMEKIT_HOME = "https://docs.aws.amazon.com/gamekit/index.html";
public const string CREATE_ACCOUNT = "https://aws.amazon.com";
public const string FREE_TIER_INTRO = "http://aws.amazon.com/free/";
public const string FREE_TIER_REFERENCE = "https://aws.amazon.com/getting-started/hands-on/control-your-costs-free-tier-budgets";
public const string BACKUP_DYNAMO_REFERENCE = "https://aws.amazon.com/premiumsupport/knowledge-center/back-up-dynamodb-s3";
public const string IDENTITY = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/identity-auth.html";
public const string ACHIEVEMENTS = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/achievements.html";
public const string GAME_STATE_SAVING = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/game-save.html";
public const string USER_GAMEPLAY_DATA = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/gameplay-data.html";
public const string INTRO_COSTS = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/intro-costs.html";
public const string SETTING_UP_CREDENTIALS = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/setting-up-credentials.html";
public const string DELETE_INSTANCE_REFERENCE = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/plugin-project-delete.html";
public const string CLOUDWATCH_DASHBOARDS_REFERENCE = "https://docs.aws.amazon.com/gamekit/latest/DevGuide/monitoring-dashboards.html";
}
}
| 27 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A wrapper for a pair of dark-theme and light-theme objects.
///
/// Use this class when you need to use one of two objects depending on whether the Unity Editor Theme is Dark or Light.
/// </summary>
/// <typeparam name="T">The type of object to wrap.</typeparam>
public class EditorThemeAware<T> : IGettable<T>
{
/// <summary>
/// The object to use when the Unity Editor theme is Dark.
/// </summary>
public T DarkThemeObject { get; }
/// <summary>
/// The object to use when the Unity Editor theme is Light.
/// </summary>
public T LightThemeObject { get; }
/// <summary>
/// Create a new EditorThemeAware wrapper for the two provided objects.
/// </summary>
/// <param name="darkThemeObject">The object to use when the Unity Editor theme is Dark.</param>
/// <param name="lightThemeObject">The object to use when the Unity Editor theme is Light.</param>
public EditorThemeAware(T darkThemeObject, T lightThemeObject)
{
DarkThemeObject = darkThemeObject;
LightThemeObject = lightThemeObject;
}
/// <summary>
/// Get the object matching the current Unity Editor theme.
/// </summary>
/// <returns>The DarkThemeObject if the Unity Editor theme is "Dark", otherwise the LightThemeObject.</returns>
public virtual T Get()
{
return EditorGUIUtility.isProSkin ? DarkThemeObject : LightThemeObject;
}
}
} | 47 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Reflection;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.FileStructure;
using AWS.GameKit.Editor.Windows.Settings;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// Helper methods for Unity's EditorWindows class.
///
/// See: https://docs.unity3d.com/ScriptReference/EditorWindow.html
/// </summary>
public static class EditorWindowHelper
{
private const string INSPECTOR_WINDOW_TYPE_NAME = "UnityEditor.InspectorWindow";
/// <summary>
/// Set the background color of the editor window.
///
/// This method should be called before drawing any other GUI elements in the window,
/// because it draws on top of everything drawn previously.
/// </summary>
/// <param name="window">The window to set the background color of.</param>
/// <param name="newBackgroundColorTexture">The color to set the window's background to. This texture will be stretched to fit the entire window.</param>
public static void SetBackgroundColor(EditorWindow window, Texture2D newBackgroundColorTexture)
{
Vector2 windowTopLeft = new Vector2(0, 0);
Vector2 windowBottomRight = new Vector2(window.position.width, window.position.height);
GUI.DrawTexture(new Rect(windowTopLeft, windowBottomRight), newBackgroundColorTexture, ScaleMode.StretchToFill);
}
/// <summary>
/// Get the Type of Unity's Inspector window.
///
/// This type can be used as a desired dock target when calling EditorWindow.GetWindow(desiredDockNextTo).
///
/// Warning: This method relies on reflection to get Unity's internal InspectorWindow type.
/// If Unity changes the InspectorWindow's type name, this method will log a warning and return null.
/// It's safe to pass the null value into EditorWindow.GetWindow(desiredDockNextTo) - the InspectorWindow will
/// simply be skipped as a dock target.
/// </summary>
public static Type GetInspectorWindowType()
{
Assembly editorAssembly = typeof(UnityEditor.Editor).Assembly;
Type inspectorWindowType = editorAssembly.GetType(INSPECTOR_WINDOW_TYPE_NAME);
if (inspectorWindowType == null)
{
Debug.LogWarning($"Could not find the System.Type of Unity's InspectorWindow through reflection. " +
$"Tried using the name: \"{INSPECTOR_WINDOW_TYPE_NAME}\". " +
$"Unity most likely changed the InspectorWindow's name, namespace, or assembly. " +
$"Please update this method to use it's new type. " +
$"Last known type: https://github.com/Unity-Technologies/UnityCsReference/blob/e740821767d2290238ea7954457333f06e952bad/Editor/Mono/Inspector/InspectorWindow.cs#L20");
}
return inspectorWindowType;
}
/// <summary>
/// Change the window's current size and it's minimum/maximum size.
///
/// The window will expand/contract from it's center, instead of it's bottom right corner like it normally would.
///
/// If called during window initialization, it should be called during the first OnGUI() call instead of during OnEnable().
/// Otherwise it will expand from it's bottom right corner instead of the center.
/// </summary>
/// <param name="window">The window to modify.</param>
/// <param name="newSize">The width and height to give the window.</param>
/// <param name="minSize">The minimum size to give the window.</param>
/// <param name="maxSize">The maximum size to give the window.</param>
public static void SetWindowSizeAndBounds(EditorWindow window, Vector2 newSize, Vector2 minSize, Vector2 maxSize)
{
SetWindowSizeExpandingFromCenter(window, newSize);
// Bounds must be set after changing the size, otherwise the window will not be centered.
window.minSize = minSize;
window.maxSize = maxSize;
}
private static void SetWindowSizeExpandingFromCenter(EditorWindow window, Vector2 newSize)
{
// To keep the window centered on it's original location, shift it's upper left corner
// by half of the increase/decrease in size (deltaWidth & deltaHeight).
float newWidth = newSize.x;
float newHeight = newSize.y;
float deltaWidth = newWidth - window.position.width;
float deltaHeight = newHeight - window.position.height;
float newXPosition = window.position.x - (deltaWidth / 2f);
float newYPosition = window.position.y - (deltaHeight / 2f);
window.position = new Rect(newXPosition, newYPosition, newWidth, newHeight);
}
}
} | 103 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEngine;
namespace AWS.GameKit.Editor.Utils
{
public static class GUIEditorUtils
{
/// <summary>
/// Generates a 1 pixel texture that can be used to assign to a GUIStyleState's background property.
/// </summary>
/// <param name="color">Color to use for the background</param>
/// <returns>A Texture2D class which can be assigned as a background</returns>
public static Texture2D CreateBackground(Color color)
{
Texture2D result = new Texture2D(1, 1);
result.SetPixels(new Color[] { color });
result.Apply();
return result;
}
}
}
| 26 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// Exposes a <c>Get()</c> method which returns an object of the specified type.
/// </summary>
/// <typeparam name="T">The type of objects that may be returned.</typeparam>
public interface IGettable<out T>
{
/// <summary>
/// Get an object of the specified type. See the implementing class for details on the returned object.
/// </summary>
public T Get();
}
} | 17 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// Has an instance of <see cref="SerializedProperty"/> which points to <c>this</c>.
/// </summary>
public interface IHasSerializedPropertyOfSelf
{
/// <summary>
/// A <see cref="SerializedProperty"/> which points to <c>this</c>.
/// </summary>
public SerializedProperty SerializedPropertyOfSelf
{
get;
set;
}
}
} | 23 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A lazy loading wrapper for a pair of dark-theme and light-theme assets stored in a "Resources" folder.
///
/// The Get() method returns the correct asset based on the Unity Editor theme.
///
/// The assets are loaded and cached the first time Get() is called.
///
/// For details on Unity's special "Resources" folders and how to load data from them, please read: https://docs.unity3d.com/ScriptReference/Resources.Load.html
/// </summary>
/// <typeparam name="T">The type to load the assets as.</typeparam>
public class LazyLoadedEditorThemeAwareResource<T> : IGettable<T> where T : UnityEngine.Object
{
private readonly EditorThemeAware<IGettable<T>> _cachedResources;
/// <summary>
/// Create a new LazyLoadedEditorThemeAwareResource for the specified resource paths.
///
/// See official docs for details on the resource paths: https://docs.unity3d.com/ScriptReference/Resources.Load.html
/// </summary>
/// <param name="darkThemeResourcePath">The path to the Dark-themed resource relative to any Resources folder.</param>
/// <param name="lightThemeResourcePath">The path to the Light-themed resource relative to any Resources folder.</param>
public LazyLoadedEditorThemeAwareResource(string darkThemeResourcePath, string lightThemeResourcePath)
{
_cachedResources = new EditorThemeAware<IGettable<T>>(
new LazyLoadedResource<T>(darkThemeResourcePath),
new LazyLoadedResource<T>(lightThemeResourcePath)
);
}
/// <summary>
/// Create a new LazyLoadedEditorThemeAwareResource for the specified resource paths.
///
/// See official docs for details on the resource paths: https://docs.unity3d.com/ScriptReference/Resources.Load.html
/// </summary>
/// <param name="darkThemeResourceGetter">An IGetter for the dark theme resource.</param>
/// <param name="lightThemeResourceGetter">An IGetter for the light theme resource.</param>
public LazyLoadedEditorThemeAwareResource(IGettable<T> darkThemeResourceGetter, IGettable<T> lightThemeResourceGetter)
{
_cachedResources = new EditorThemeAware<IGettable<T>>(darkThemeResourceGetter, lightThemeResourceGetter);
}
/// <summary>
/// Get the asset matching the current Unity Editor theme.
/// </summary>
/// <returns>The dark-themed asset if the Unity Editor theme is "Dark", otherwise the light-themed asset.</returns>
public T Get()
{
return _cachedResources.Get().Get();
}
}
}
| 57 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEditor;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A lazy loading wrapper for an asset stored in a "Resources" folder.
///
/// The asset is loaded and cached the first time Get() is called.
///
/// For details on Unity's special "Resources" folders and how to load data from them, please read: https://docs.unity3d.com/ScriptReference/Resources.Load.html
/// </summary>
/// <typeparam name="T">The type to load the asset as.</typeparam>
public class LazyLoadedResource<T> : IGettable<T> where T : UnityEngine.Object
{
private readonly string _path;
private Lazy<T> _cachedResource;
/// <summary>
/// Create a new LazyLoadedResource for the specified resource path.
/// </summary>
/// <param name="path">The path to the resource relative to any Resources folder. See official docs for details: https://docs.unity3d.com/ScriptReference/Resources.Load.html</param>
public LazyLoadedResource(string path)
{
_path = path;
_cachedResource = new Lazy<T>(() => (T)AssetDatabase.LoadAssetAtPath(path, typeof(T)));
}
/// <summary>
/// Get the resource. Cache the resource if this is the first time calling Get().
/// </summary>
public T Get()
{
return _cachedResource.Value;
}
}
}
| 46 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEditor;
using UnityEngine;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A lazy loading wrapper for an asset stored in a "Resources" folder.
///
/// The asset is loaded and cached the first time Get() is called.
///
/// For details on Unity's special "Resources" folders and how to load data from them, please read: https://docs.unity3d.com/ScriptReference/Resources.Load.html
/// </summary>
/// <typeparam name="T">The type to load the asset as.</typeparam>
public class LazyLoadedResourceForCurrentResolution<T> : IGettable<T> where T : UnityEngine.Object
{
public delegate T ResourceLoader(string path);
private enum ResourceSize
{
ONE_K,
TWO_K,
FOUR_K,
EIGHT_K
}
private const string TWO_K_POSTFIX = "-2k";
private const string FOUR_K_POSTFIX = "-4k";
private const string EIGHT_K_POSTFIX = "-8k";
private readonly string[] _paths = new string[Enum.GetNames(typeof(ResourceSize)).Length];
private Lazy<T> _cachedResource;
private Resolution _resolution;
private ResourceLoader _resourceLoader;
/// <summary>
/// Create a new LazyLoadedResource for the specified resource path.
/// </summary>
/// <param name="path">The path to the resource relative to any Resources folder. See official docs for details: https://docs.unity3d.com/ScriptReference/Resources.Load.html</param>
/// <param name="resolution">A Unity object that specifies the height and width of the desktop.</param>
/// <param name="resourceLoader">A delegate that takes a string and returns a type T. This delegate is used to perform that actual resource loading.</param>
public LazyLoadedResourceForCurrentResolution(string path, Resolution resolution, ResourceLoader resourceLoader)
{
_resolution = resolution;
_resourceLoader = resourceLoader;
_paths[(int)ResourceSize.ONE_K] = path;
_paths[(int)ResourceSize.TWO_K] = path + TWO_K_POSTFIX;
_paths[(int)ResourceSize.FOUR_K] = path + FOUR_K_POSTFIX;
_paths[(int)ResourceSize.EIGHT_K] = path + EIGHT_K_POSTFIX;
_cachedResource = new Lazy<T>(() => LoadResource(IdealResolution()));
}
/// <summary>
/// Create a new LazyLoadedResource for the specified resource path.
/// </summary>
/// <param name="path">The path to the resource relative to any Resources folder. See official docs for details: https://docs.unity3d.com/ScriptReference/Resources.Load.html</param>
public LazyLoadedResourceForCurrentResolution(string path) : this(path, Screen.currentResolution, (path) => (T)AssetDatabase.LoadAssetAtPath(path, typeof(T))) { }
/// <summary>
/// Get the resource. Cache the resource if this is the first time calling Get().
/// </summary>
public T Get()
{
return _cachedResource.Value;
}
private ResourceSize IdealResolution()
{
// get the longest edge, in case the monitor is rotated - landscape vs portrait
double longestEdge = Math.Max(_resolution.width, _resolution.height);
// convert to kilos and then determine how many we have
double numberOfK = Math.Round(longestEdge / 1000.0);
if (numberOfK <= 1)
{
return ResourceSize.ONE_K;
}
else if (numberOfK <= 2)
{
return ResourceSize.TWO_K;
}
else if (numberOfK <= 4)
{
return ResourceSize.FOUR_K;
}
else
{
return ResourceSize.EIGHT_K;
}
}
private T LoadResource(ResourceSize idealResourceSize)
{
int size = (int)idealResourceSize;
T resource = null;
// attempt to load the current ideal resolution for the resource, if nothing loads then decrement and attempt the next best resolution
do
{
resource = _resourceLoader(_paths[size]);
--size;
}
while (size >= (int)ResourceSize.ONE_K && resource == null);
return resource;
}
}
}
| 119 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEditor;
using UnityEngine;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A ScriptableObject which survives when the Unity editor restarts or does a Domain Reload.
///
/// The object automatically writes itself to disk during OnDisable() and can be loaded with LoadObject().
/// </summary>
public class PersistentScriptableObject<T> : ScriptableObject
where T : PersistentScriptableObject<T>
{
private string _assetFilePath;
private bool _shouldBeSaved;
/// <summary>
/// Load the ScriptableObject from a file on disk.
/// </summary>
/// <param name="assetFilePath">The path where the ScriptableObject's file will be loaded from and written to.</param>
/// <returns>The ScriptableObject deserialized from the file.</returns>
public static T LoadFromDisk(string assetFilePath)
{
T scriptableObject = AssetDatabase.LoadAssetAtPath<T>(assetFilePath);
if (scriptableObject == null)
{
scriptableObject = CreateInstance<T>();
AssetDatabase.CreateAsset(scriptableObject, assetFilePath);
}
if (!string.IsNullOrEmpty(assetFilePath))
{
scriptableObject._assetFilePath = assetFilePath;
scriptableObject._shouldBeSaved = true;
}
return scriptableObject;
}
private void WriteToDisk()
{
// Implementation note:
// We persist a clone instead of the original object to ensure the state is non-null when loaded by LoadAssetAtPath() in LoadFromDisk().
// If we persist the object by other means, then LoadAssetAtPath() returns null when LoadFromDisk() is called immediately after script recompilation.
_shouldBeSaved = false;
T clonedScriptableObject = (T)Instantiate(this);
AssetDatabase.CreateAsset(clonedScriptableObject, _assetFilePath);
}
private void OnDisable()
{
if (_shouldBeSaved)
{
WriteToDisk();
}
}
}
}
| 64 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// Unity
using UnityEditor;
// GameKit
using AWS.GameKit.Runtime.Utils;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// A version of <see cref="SerializableOrderedDictionary{TKey,TValue}"/> whose <see cref="TValue"/> implements <see cref="IHasSerializedPropertyOfSelf"/>.
/// This class takes care of assigning and updating the <see cref="IHasSerializedPropertyOfSelf.SerializedPropertyOfSelf"/> reference whenever this dictionary is modified.<br/><br/>
///
/// Make sure to call <see cref="FrameDelayedInitializeNewElements"/> at the beginning of every OnGUI method, before running any code in the dictionary's <see cref="TValue"/> elements.
/// </summary>
/// <inheritdoc cref="SerializableOrderedDictionary{K,V}"/>
[Serializable]
public class SerializablePropertyOrderedDictionary<TKey, TValue> : SerializableOrderedDictionary<TKey, TValue>
where TValue : IHasSerializedPropertyOfSelf
{
// Serialization
private SerializedProperty _valuesSerializedProperty;
private int _numNewElements = 0;
/// <summary>
/// This method must be the first method called on a new instance of this class.
/// </summary>
/// <param name="serializedProperty">The <see cref="SerializedProperty"/> of a class's instance variable holding this instance of <see cref="SerializablePropertyOrderedDictionary{TKey,TValue}"/>.</param>
public void Initialize(SerializedProperty serializedProperty)
{
_valuesSerializedProperty = serializedProperty.FindPropertyRelative($"{nameof(_values)}");
UpdateSerializedPropertyForElements(0);
}
/// <summary>
/// This method should be called at the beginning of every OnGUI() frame, before running any code in this collection's <see cref="TValue"/> elements.
/// </summary>
/// <remarks>
/// New elements added to this collection by <see cref="Add"/> or <see cref="SerializablePropertyOrderedDictionary{TKey,TValue}.SetValue"/> will not
/// have their <see cref="IHasSerializedPropertyOfSelf.SerializedPropertyOfSelf"/> set until <see cref="FrameDelayedInitializeNewElements"/> is called
/// at least one frame after the element was added.<br/><br/>
///
/// The <see cref="IHasSerializedPropertyOfSelf.SerializedPropertyOfSelf"/> can't be set during the same frame the element was added to this collection because it doesn't
/// exist in Unity's serialization framework until one frame after the element was added to this class's internal <see cref="SerializablePropertyOrderedDictionary{TKey,TValue}._values"/> list.
/// </remarks>
public void FrameDelayedInitializeNewElements()
{
UpdateSerializedPropertyForElements(_dict.Count - _numNewElements);
}
public override void Add(TKey key, TValue value)
{
base.Add(key, value);
++_numNewElements;
}
public override void Remove(TKey key)
{
int indexOfElement = _keys.IndexOf(key);
base.Remove(key);
if (indexOfElement >= 0)
{
// All elements after the removed element need to be updated because they have a new position in the _values list.
UpdateSerializedPropertyForElements(indexOfElement);
}
}
public override void Clear()
{
base.Clear();
_numNewElements = 0;
}
public override void Sort(Func<IEnumerable<KeyValuePair<TKey, TValue>>, IEnumerable<KeyValuePair<TKey, TValue>>> sortFunction)
{
base.Sort(sortFunction);
// All elements need to be updated because they have a new position in the _values list.
// By changing the _numNewElements to dict length we will cause all the serialized elements to be updated by FrameDelayedInitializeNewElements() in the next GUI frame
_numNewElements = _dict.Count;
}
/// <summary>
/// Update the serialized property of all elements in the _values list from the <see cref="startingFromIndex"/> to the end of the list.<br/><br/>
///
/// After calling this method, <see cref="_numNewElements"/> is reset to <c>0</c>.
/// </summary>
/// <param name="startingFromIndex">The first element to update. All elements coming before this index will not be updated.</param>
private void UpdateSerializedPropertyForElements(int startingFromIndex)
{
for (int i = startingFromIndex; i < _dict.Count; ++i)
{
_values[i].SerializedPropertyOfSelf = _valuesSerializedProperty.GetArrayElementAtIndex(i);
}
_numNewElements = 0;
}
}
} | 109 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
using System.Linq;
namespace AWS.GameKit.Editor.Utils
{
/// <summary>
/// Helper methods for working with strings.
/// </summary>
public static class StringHelper
{
/// <summary>
/// Remove all whitespace from a string.
/// </summary>
/// <param name="text">The string to remove whitespace from.</param>
/// <returns>A copy of the input string with all the whitespace removed.</returns>
public static string RemoveWhitespace(string text)
{
return string.Concat(text.Where(character => !Char.IsWhiteSpace(character)));
}
/// <summary>
/// Join a collection of strings into a single string, which is a comma separated list of quoted elements. Example: <c>"\"First\", \"Second\", \"Third\""</c>
/// </summary>
/// <param name="values">The collection of strings to join.</param>
/// <returns>The joined string, or <see cref="string.Empty"/> if <paramref name="values"/> was empty.</returns>
public static string MakeCommaSeparatedList(IEnumerable<string> values)
{
return string.Join(", ", values.Select(value => $"\"{value}\""));
}
}
} | 36 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Windows.Settings;
namespace AWS.GameKit.Editor.Windows.QuickAccess
{
/// <summary>
/// All of the data needed to display a feature's row in the Quick Access window.
/// </summary>
public class FeatureRowData
{
public string Name;
public string Description;
public Texture Icon;
public PageType PageType;
public FeatureRowData(FeatureType featureType)
{
Name = featureType.GetDisplayName();
Description = featureType.GetDescription();
Icon = featureType.GetIcon();
PageType = featureType.GetPageType();
}
}
}
| 33 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEditor;
// GameKit
using AWS.GameKit.Editor.Utils;
using AWS.GameKit.Editor.Windows.Settings;
namespace AWS.GameKit.Editor.Windows.QuickAccess
{
/// <summary>
/// Creates the QuickAccessWindow and provides the rest of AWS GameKit with an interface to access the QuickAccessWindow.
/// </summary>
public class QuickAccessController
{
private readonly SettingsController _settingsWindowController;
private readonly SettingsDependencyContainer _dependencies;
public QuickAccessController(SettingsController settingsWindowController, SettingsDependencyContainer dependencies)
{
_settingsWindowController = settingsWindowController;
_dependencies = dependencies;
QuickAccessWindow.Enabled += OnQuickAccessWindowEnabled;
}
/// <summary>
/// Give focus to the existing window instance, or create one if it doesn't exist.
/// </summary>
/// <returns>The existing or new window instance.</returns>
public QuickAccessWindow GetOrCreateQuickAccessWindow()
{
return EditorWindow.GetWindow<QuickAccessWindow>(GetDesiredDockNextToWindows());
}
/// <summary>
/// Get the list of editor windows which the Quick Access window wants to dock next to in priority order.
/// </summary>
private static Type[] GetDesiredDockNextToWindows()
{
return new Type[]
{
EditorWindowHelper.GetInspectorWindowType()
};
}
private void OnQuickAccessWindowEnabled(QuickAccessWindow enabledQuickAccessWindow)
{
enabledQuickAccessWindow.Initialize(_settingsWindowController, _dependencies);
}
}
}
| 57 |
aws-gamekit-unity | aws | C# |
// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Unity
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.FileStructure;
namespace AWS.GameKit.Editor.Windows.QuickAccess
{
/// <summary>
/// GUIStyles for the AWS GameKit QuickAccess window.
/// </summary>
public static class QuickAccessGUIStyles
{
public static class Window
{
public static readonly float MinWidth = 300f;
public static readonly float MinHeight = 200f;
public static readonly Texture2D BackgroundColor = EditorResources.Textures.QuickAccessWindow.Colors.QuickAccessBackground.Get();
public static readonly float SpaceBetweenFeatureRows = 7f;
}
public static class FeatureRow
{
private static readonly GUIStyleState BackgroundColorNormal = new GUIStyleState()
{
background = EditorResources.Textures.QuickAccessWindow.Colors.QuickAccessButtonNormal.Get()
};
private static readonly GUIStyleState BackgroundColorHover = new GUIStyleState()
{
background = EditorResources.Textures.QuickAccessWindow.Colors.QuickAccessButtonHover.Get()
};
public static readonly GUIStyle HorizontalLayout = new GUIStyle()
{
padding = new RectOffset(10, 10, 10, 10),
normal = BackgroundColorNormal
};
public static readonly GUILayoutOption[] HorizontalLayoutOptions = new GUILayoutOption[]
{
GUILayout.MinHeight(66f)
};
public static readonly GUIStyle Button = new GUIStyle(GUI.skin.button)
{
normal = BackgroundColorNormal,
onNormal = BackgroundColorNormal,
focused = BackgroundColorNormal,
onFocused = BackgroundColorNormal,
hover = BackgroundColorHover,
onHover = BackgroundColorHover,
active = BackgroundColorHover,
onActive = BackgroundColorHover
};
public static readonly GUIStyle Icon = new GUIStyle()
{
fixedWidth = 25,
fixedHeight = 25,
alignment = TextAnchor.UpperCenter
};
public static readonly GUIStyle Name = new GUIStyle(GUI.skin.label)
{
fontSize = GUI.skin.label.fontSize + 6,
wordWrap = true
};
public static readonly GUIStyle Description = new GUIStyle(GUI.skin.label)
{
wordWrap = true
};
}
}
} | 82 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System.Collections.Generic;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.FileStructure;
using AWS.GameKit.Editor.GUILayoutExtensions;
using AWS.GameKit.Editor.Models;
using AWS.GameKit.Editor.Utils;
using AWS.GameKit.Editor.Windows.Settings;
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.Windows.QuickAccess
{
/// <summary>
/// Displays the Quick Access window and receives its UI events.
/// </summary>
public class QuickAccessWindow : EditorWindow
{
private const string WINDOW_TITLE = "AWS GameKit";
private enum InitializationLevel
{
// Initialize() has not been called. The GUI is empty.
Uninitialized,
// Initialize() has been called. The GUI is drawn.
Initialized
}
// Controllers
private SettingsController _settingsWindowController;
private SettingsDependencyContainer _dependencies;
// State
private InitializationLevel _initLevel = InitializationLevel.Uninitialized;
// Fields marked with [SerializeField] are persisted & restored whenever Unity is restarted, Play Mode is entered, or the assembly is rebuilt.
// However, they are cleared when the window is closed. Unlike the SettingsWindow, we don't want to persist these when the window is closed.
[SerializeField] private Vector2 _scrollbarPositions;
// Events
public static event OnWindowEnabled Enabled;
public delegate void OnWindowEnabled(QuickAccessWindow enabledQuickAccessWindow);
private void OnEnable()
{
// Set title
string windowTitle = WINDOW_TITLE;
Texture windowIcon = EditorResources.Textures.WindowIcon.Get();
titleContent = new GUIContent(windowTitle, windowIcon);
// Set minimum size
minSize = new Vector2(QuickAccessGUIStyles.Window.MinWidth, QuickAccessGUIStyles.Window.MinHeight);
// Publish event
Enabled?.Invoke(this);
}
/// <summary>
/// Initialize this window so it can start drawing the GUI. This is effectively the window's constructor.
/// </summary>
public void Initialize(SettingsController settingsWindowController, SettingsDependencyContainer dependencies)
{
_settingsWindowController = settingsWindowController;
_dependencies = dependencies;
_initLevel = InitializationLevel.Initialized;
}
private void OnGUI()
{
if (_initLevel == InitializationLevel.Uninitialized)
{
GUILayout.Space(0f);
return;
}
EditorWindowHelper.SetBackgroundColor(this, QuickAccessGUIStyles.Window.BackgroundColor);
_scrollbarPositions = EditorGUILayout.BeginScrollView(_scrollbarPositions);
DrawEnvironmentAndCredentials();
DrawFeatureRows();
EditorGUILayout.EndScrollView();
RefreshButtonColors();
}
private void DrawEnvironmentAndCredentials()
{
}
private void DrawFeatureRows()
{
Dictionary<FeatureType, FeatureStatus> featuresStatus = new Dictionary<FeatureType, FeatureStatus>();
foreach (FeatureSettingsTab featureSettingsTab in FeatureSettingsTab.FeatureSettingsTabsInstances)
{
featuresStatus.Add(featureSettingsTab.FeatureType, featureSettingsTab.GetFeatureStatus());
}
foreach (FeatureType featureType in FeatureTypeEditorData.FeaturesToDisplay)
{
GUILayout.Space(QuickAccessGUIStyles.Window.SpaceBetweenFeatureRows);
FeatureStatus status;
if (!featuresStatus.TryGetValue(featureType, out status))
{
status = _dependencies.FeatureDeploymentOrchestrator.GetFeatureStatus(featureType);
}
DrawFeatureRow(new FeatureRowData(featureType), status);
}
}
private void DrawFeatureRow(FeatureRowData featureRowData, FeatureStatus deploymentStatus)
{
using (EditorGUILayout.HorizontalScope horizontalScope = new EditorGUILayout.HorizontalScope(QuickAccessGUIStyles.FeatureRow.HorizontalLayout, QuickAccessGUIStyles.FeatureRow.HorizontalLayoutOptions))
{
Rect featureRowRect = horizontalScope.rect;
// Background Button
Texture buttonTexture = EditorResources.Textures.Colors.Transparent.Get();
GUIStyle buttonStyle = QuickAccessGUIStyles.FeatureRow.Button;
if (GUI.Button(featureRowRect, buttonTexture, buttonStyle))
{
SettingsWindow.OpenPage(featureRowData.PageType);
}
// Change mouse cursor to a "pointer" when hovering over the button
EditorGUIUtility.AddCursorRect(featureRowRect, MouseCursor.Link);
// Icon
GUILayout.Box(featureRowData.Icon, QuickAccessGUIStyles.FeatureRow.Icon);
GUILayout.Space(3.4f);
// Name & Description
using (new EditorGUILayout.VerticalScope())
{
EditorGUILayout.LabelField(featureRowData.Name, QuickAccessGUIStyles.FeatureRow.Name);
GUILayout.Space(1f);
EditorGUILayout.LabelField(featureRowData.Description, QuickAccessGUIStyles.FeatureRow.Description);
}
GUILayout.FlexibleSpace();
GUILayout.Space(10f);
// Deployment Status
using (new EditorGUILayout.VerticalScope())
{
GUILayout.FlexibleSpace();
EditorGUILayoutElements.DeploymentStatusIcon(deploymentStatus);
GUILayout.FlexibleSpace();
}
using (new EditorGUILayout.VerticalScope())
{
GUILayout.FlexibleSpace();
GUILayout.Label(deploymentStatus.GetDisplayName());
GUILayout.FlexibleSpace();
}
}
}
/// <summary>
/// Repaint the canvas to make the buttons instantly change their color when the mouse is hovering over them.
///
/// This is a workaround for strange behavior by GUI.Button():
/// - An un-styled GUI.Button() is instantly responsive. It changes color the instant the mouse moves on top or off of the button.
/// - A styled GUI.Button() is very slow to respond (on the order of 1-2 seconds).
///
/// Without this method, it's not possible to have a responsive button with custom colors.
/// </summary>
private void RefreshButtonColors()
{
wantsMouseMove = true;
if (Event.current.type == EventType.MouseMove)
{
// It is taxing on the GPU to repaint the GUI every frame.
// So we only repaint when the mouse is on the window and it moved during the last frame.
// This limits the increased GPU usage so it only occurs while the user is interacting with the Quick Access window.
Repaint();
}
}
}
}
| 195 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// Unity
using UnityEditor;
// GameKit
using AWS.GameKit.Editor.Windows.Settings.Pages.Achievements;
using AWS.GameKit.Editor.Windows.Settings.Pages.AllFeatures;
using AWS.GameKit.Editor.Windows.Settings.Pages.EnvironmentAndCredentials;
using AWS.GameKit.Editor.Windows.Settings.Pages.GameStateCloudSaving;
using AWS.GameKit.Editor.Windows.Settings.Pages.IdentityAndAuthentication;
using AWS.GameKit.Editor.Windows.Settings.Pages.Log;
using AWS.GameKit.Editor.Windows.Settings.Pages.UserGameplayData;
namespace AWS.GameKit.Editor.Windows.Settings
{
/// <summary>
/// Holds references to every page that gets displayed in the AWS GameKit Settings window.
/// </summary>
[Serializable]
public class AllPages
{
// Before features
public EnvironmentAndCredentialsPage EnvironmentAndCredentialsPage;
public AllFeaturesPage AllFeaturesPage;
// Features
public IdentityAndAuthenticationPage IdentityAndAuthenticationPage;
public GameStateCloudSavingPage GameStateCloudSavingPage;
public AchievementsPage AchievementsPage;
public UserGameplayDataPage UserGameplayDataPage;
// After features
public LogPage LogPage;
private Dictionary<PageType, Page> PageTypeToPageInstanceMap => new Dictionary<PageType, Page>()
{
// Before features
{PageType.EnvironmentAndCredentialsPage, EnvironmentAndCredentialsPage},
{PageType.AllFeaturesPage, AllFeaturesPage},
// Features
{PageType.IdentityAndAuthenticationPage, IdentityAndAuthenticationPage},
{PageType.GameStateCloudSavingPage, GameStateCloudSavingPage},
{PageType.AchievementsPage, AchievementsPage},
{PageType.UserGameplayDataPage, UserGameplayDataPage},
// After features
{PageType.LogPage, LogPage},
};
/// <summary>
/// Create a default AllPages.
/// </summary>
public void Initialize(SettingsDependencyContainer dependencies, SerializedProperty serializedProperty)
{
// Before features
EnvironmentAndCredentialsPage.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(EnvironmentAndCredentialsPage)));
// Features
IdentityAndAuthenticationPage.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(IdentityAndAuthenticationPage)));
GameStateCloudSavingPage.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(GameStateCloudSavingPage)));
AchievementsPage.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(AchievementsPage)));
UserGameplayDataPage.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(UserGameplayDataPage)));
// Must be intialized after features
AllFeaturesPage.Initialize(dependencies);
// After features
LogPage.Initialize(serializedProperty.FindPropertyRelative(nameof(LogPage)));
}
/// <summary>
/// Get the page instance corresponding to the specified page type.
/// </summary>
public Page GetPage(PageType pageType)
{
if (PageTypeToPageInstanceMap.TryGetValue(pageType, out Page page))
{
return page;
}
throw new ArgumentException($"No page instance found for PageType: {pageType}. This error should not be possible at runtime. It should be caught by unit tests.");
}
}
}
| 92 |
aws-gamekit-unity | aws | C# | // Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
using System.Collections.Generic;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Editor.GUILayoutExtensions;
using AWS.GameKit.Editor.Utils;
using AWS.GameKit.Editor.Windows.Settings;
namespace AWS.GameKit.Editor
{
public class DeleteFeatureWindow : EditorWindow
{
public Action DeleteCallback;
public string FeatureName;
public List<string> ResourceDescriptions;
private Vector2 _scrollPosition = Vector2.zero;
private string _confirmationText = "";
public static void ShowWindow(string featureName, List<string> resourceDescriptions, Action deleteCallback)
{
DeleteFeatureWindow window = GetWindow<DeleteFeatureWindow>("Delete " + featureName);
window.DeleteCallback = deleteCallback;
window.FeatureName = featureName;
window.ResourceDescriptions = resourceDescriptions;
window.minSize = new Vector2(SettingsGUIStyles.DeleteWindow.MIN_SIZE_X, SettingsGUIStyles.DeleteWindow.MIN_SIZE_Y);
}
private void OnGUI()
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField("The following resources will be deleted for the " + FeatureName + " feature.", SettingsGUIStyles.DeleteWindow.GeneralText);
}
using (new EditorGUILayout.VerticalScope(SettingsGUIStyles.DeleteWindow.ResourceList))
{
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
foreach (string line in ResourceDescriptions)
{
EditorGUILayout.LabelField(line, SettingsGUIStyles.DeleteWindow.ResourceDescriptionLine);
}
EditorGUILayout.EndScrollView();
}
using (new EditorGUILayout.HorizontalScope())
{
LinkWidget.Options backupLinkOptions = new LinkWidget.Options()
{
Alignment = LinkWidget.Alignment.Right,
ContentOffset = new Vector2(
x: -25,
y: 10
),
};
LinkWidget backupLink = new LinkWidget(L10n.Tr("How can I backup a DynamoDB table to Amazon S3 ?"), DocumentationURLs.BACKUP_DYNAMO_REFERENCE, backupLinkOptions);
backupLink.OnGUI();
}
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField("To confirm deletion type 'Yes' below.", SettingsGUIStyles.DeleteWindow.GeneralText);
}
using (new EditorGUILayout.HorizontalScope())
{
_confirmationText = EditorGUILayout.TextField(_confirmationText, SettingsGUIStyles.DeleteWindow.GeneralTextField);
}
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.LabelField("This action retains your locally stored GameKit code and configuration files for this feature, which will be used in future deployments. " +
"To return this feature to the default GameKit experience, you must delete these files local files manually.", SettingsGUIStyles.DeleteWindow.GeneralText);
}
LinkWidget.Options learnMoreLinkOptions = new LinkWidget.Options()
{
ContentOffset = new Vector2(
x: 25,
y: 0
)
};
LinkWidget learnMoreLink = new LinkWidget(L10n.Tr("Learn More"), DocumentationURLs.DELETE_INSTANCE_REFERENCE, learnMoreLinkOptions);
learnMoreLink.OnGUI();
using (new EditorGUILayout.HorizontalScope(SettingsGUIStyles.DeleteWindow.ButtonMargins))
{
GUILayout.FlexibleSpace();
if (EditorGUILayoutElements.Button("Ok", _confirmationText.ToLower() == "yes"))
{
// Todo only enable when text box says yes
DeleteCallback();
this.Close();
}
if (EditorGUILayoutElements.Button("Cancel"))
{
// close window
this.Close();
}
}
}
}
}
| 111 |
aws-gamekit-unity | aws | C# |
// Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
// SPDX-License-Identifier: Apache-2.0
// Standard Library
using System;
// Unity
using UnityEditor;
using UnityEngine;
// GameKit
using AWS.GameKit.Common.Models;
using AWS.GameKit.Editor.Core;
using AWS.GameKit.Editor.GUILayoutExtensions;
using AWS.GameKit.Runtime.Core;
using AWS.GameKit.Runtime.Models;
namespace AWS.GameKit.Editor.Windows.Settings
{
/// <summary>
/// Base class for all feature-specific example tabs.
/// </summary>
[Serializable]
public abstract class FeatureExamplesTab : IDrawable
{
private readonly string TO_ENABLE_LOGIN_MESSAGE = L10n.Tr("To enable, deploy Identity and Authentication.");
private readonly string TO_ENABLE_DEPLOYED_FEATURE_MESSAGE = L10n.Tr("To enable, login with a player.");
/// <summary>
/// The feature which these examples are for.
/// </summary>
public abstract FeatureType FeatureType { get; }
protected bool _displayLoginWidget = true;
protected FeatureDeploymentOrchestrator _featureDeploymentOrchestrator;
protected GameKitManager _gameKitManager;
protected GameKitEditorManager _gameKitEditorManager;
protected UserInfo _userInfo;
[SerializeField] private UserLoginWidget _userLoginWidget;
[SerializeField] private Vector2 _scrollPosition;
private SerializedProperty _serializedProperty;
protected virtual bool RequiresLogin => true;
public virtual void Initialize(SettingsDependencyContainer dependencies, SerializedProperty serializedProperty)
{
_serializedProperty = serializedProperty;
_gameKitManager = dependencies.GameKitManager;
_gameKitEditorManager = dependencies.GameKitEditorManager;
_featureDeploymentOrchestrator = dependencies.FeatureDeploymentOrchestrator;
_userInfo = dependencies.UserInfo;
_userLoginWidget.Initialize(dependencies, serializedProperty.FindPropertyRelative(nameof(_userLoginWidget)), OnLogout);
}
public virtual void OnLogout()
{
// No-op should be overwritten by implementing class if needed
}
public void OnGUI()
{
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
string description = RequiresLogin
? L10n.Tr("Simulate API calls from a game client to the deployed backend for this feature. You must be logged in as a registered player to make test API calls.")
: L10n.Tr("Simulate API calls from a game client to the deployed backend for this feature.");
EditorGUILayoutElements.Description(description, indentationLevel: 0);
EditorGUILayout.Space();
DrawLoginGUI();
DrawExampleGUI();
EditorGUILayout.EndScrollView();
}
/// <summary>
/// Draw the examples for this feature.
/// </summary>
protected abstract void DrawExamples();
private void DrawLoginGUI()
{
if (_displayLoginWidget)
{
bool isIdentityDeployed = _featureDeploymentOrchestrator.GetFeatureStatus(FeatureType.Identity) == FeatureStatus.Deployed;
if (!isIdentityDeployed)
{
DrawBanner(TO_ENABLE_LOGIN_MESSAGE);
}
using (new GUILayout.VerticalScope())
{
using (new EditorGUI.DisabledScope(!isIdentityDeployed))
{
_userLoginWidget.OnGUI();
}
}
if (!isIdentityDeployed)
{
EditorGUILayoutElements.DrawToolTip(TO_ENABLE_LOGIN_MESSAGE);
}
EditorGUILayoutElements.SectionDivider();
}
}
private void DrawExampleGUI()
{
bool shouldDisableForNotLoggedIn = _displayLoginWidget && !_userInfo.IsLoggedIn;
bool shouldDisableForNotDeployed = _featureDeploymentOrchestrator.GetFeatureStatus(FeatureType) != FeatureStatus.Deployed;
bool shouldDisable = shouldDisableForNotLoggedIn || shouldDisableForNotDeployed;
string message = shouldDisableForNotLoggedIn ? TO_ENABLE_DEPLOYED_FEATURE_MESSAGE : L10n.Tr($"To enable, deploy {FeatureType}.");
if (shouldDisable)
{
DrawBanner(message);
}
using (new GUILayout.VerticalScope())
{
using (new EditorGUI.DisabledScope(shouldDisable))
{
DrawExamples();
}
}
if (shouldDisable)
{
EditorGUILayoutElements.DrawToolTip(message);
}
}
private void DrawBanner(string message)
{
using (new EditorGUILayout.VerticalScope(SettingsGUIStyles.Page.BannerBox))
{
GUIStyle style = SettingsGUIStyles.Page.BannerBoxLabel;
Texture entryIcon = SettingsGUIStyles.Icons.WarnIcon;
GUIContent content = new GUIContent(message, entryIcon);
Rect entrySize = GUILayoutUtility.GetRect(content, style);
EditorGUI.LabelField(entrySize, content, style);
}
}
}
} | 156 |
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