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Fixing trunk CI issues (#1638)
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Dmytro Ivanov authored Feb 13, 2023
1 parent e8f41a6 commit 5ffb592
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Showing 6 changed files with 2,401 additions and 2,329 deletions.
2 changes: 2 additions & 0 deletions .yamato/config.metadata
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Expand Up @@ -3,7 +3,9 @@ editors:
disable_tvos_run: true
- version: 2021.3
- version: 2022.2
- version: 2023.1
- version: trunk
disable_tvos_run: true

utr_install_win: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output utr.bat
utr_install_nix: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output utr && chmod +x utr
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223 changes: 129 additions & 94 deletions Assets/Tests/InputSystem/APIVerificationTests.cs

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3 changes: 3 additions & 0 deletions Assets/Tests/InputSystem/Plugins/UITests.cs
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Expand Up @@ -3852,6 +3852,9 @@ public IEnumerator UI_DisplayIndexMatchesDisplayWithTouchscreenOnScreenSpaceCanv
}

[UnityTest]
#if UNITY_TVOS
[Ignore("Failing on tvOS https://jira.unity3d.com/browse/ISX-448")]
#endif
public IEnumerator UI_DisplayIndexMatchesDisplayWithTouchscreenOnOverlayCanvas()
{
// Setup the Test Scene
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2 changes: 1 addition & 1 deletion Packages/manifest.json
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Expand Up @@ -2,7 +2,7 @@
"dependencies": {
"com.unity.analytics": "3.3.5",
"com.unity.cinemachine": "2.3.4",
"com.unity.coding": "0.1.0-preview.20",
"com.unity.coding": "0.1.0-preview.24",
"com.unity.ide.rider": "1.1.4",
"com.unity.ide.vscode": "1.2.3",
"com.unity.probuilder": "4.2.3",
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65 changes: 32 additions & 33 deletions Tools/API/1.0.0/Unity.InputSystem.TestFramework.api
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Expand Up @@ -7,47 +7,46 @@ namespace UnityEngine.InputSystem
{
public double currentTime { get; set; }
public InputTestFixture() {}
public static void AssertButtonPress<TState>(UnityEngine.InputSystem.InputDevice device, TState state, params UnityEngine.InputSystem.Controls.ButtonControl[] buttons) where TState : System.ValueType, UnityEngine.InputSystem.LowLevel.IInputStateTypeInfo, new();
public void BeginTouch(int touchId, UnityEngine.Vector2 position, bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0, byte displayIndex = 0);
public void BeginTouch(int touchId, UnityEngine.Vector2 position, float pressure, bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Canceled<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : System.ValueType, new();
public void CancelTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public void Click(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void EndTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0, byte displayIndex = 0);
public void Move(UnityEngine.InputSystem.InputControl<UnityEngine.Vector2> positionControl, UnityEngine.Vector2 position, System.Nullable<UnityEngine.Vector2> delta = default(System.Nullable<UnityEngine.Vector2>), double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void MoveTouch(int touchId, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = False, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Performed<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : System.ValueType, new();
public void Press(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void PressAndRelease(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void Release(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
public void Set<TValue>(UnityEngine.InputSystem.InputControl<TValue> control, TValue state, double time = -1, double timeOffset = 0, bool queueEventOnly = False) where TValue : System.ValueType, new();
public void Set<TValue>(UnityEngine.InputSystem.InputDevice device, string path, TValue state, double time = -1, double timeOffset = 0, bool queueEventOnly = False) where TValue : System.ValueType, new();
public void SetKeyboardLayout(string name, UnityEngine.InputSystem.Keyboard keyboard = default(UnityEngine.InputSystem.Keyboard));
public void SetKeyInfo(UnityEngine.InputSystem.Key key, string displayName, int scanCode = 0);
public void SetTouch(int touchId, UnityEngine.InputSystem.TouchPhase phase, UnityEngine.Vector2 position, UnityEngine.Vector2 delta = default(UnityEngine.Vector2), bool queueEventOnly = True, UnityEngine.InputSystem.Touchscreen screen = default(UnityEngine.InputSystem.Touchscreen), double time = -1, double timeOffset = 0);
public static void AssertButtonPress<TState>(InputDevice device, TState state, params Controls.ButtonControl[] buttons) where TState : struct, LowLevel.IInputStateTypeInfo, new();
public void BeginTouch(int touchId, Vector2 position, bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public InputTestFixture.ActionConstraint Canceled(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
public InputTestFixture.ActionConstraint Canceled<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
public InputTestFixture.ActionConstraint Canceled<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : struct, new();
public void CancelTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public void Click(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void EndTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public void Move(UnityEngine.InputSystem.InputControl<Vector2> positionControl, Vector2 position, System.Nullable<Vector2> delta = default(System.Nullable<Vector2>), double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void MoveTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
public InputTestFixture.ActionConstraint Performed(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>));
public InputTestFixture.ActionConstraint Performed<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
public InputTestFixture.ActionConstraint Performed<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) where TValue : struct, new();
public void Press(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void PressAndRelease(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void Release(Controls.ButtonControl button, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false);
public void Set<TValue>(UnityEngine.InputSystem.InputControl<TValue> control, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
public void Set<TValue>(InputDevice device, string path, TValue state, double time = -1d, double timeOffset = 0d, bool queueEventOnly = false) where TValue : struct, new();
public void SetKeyboardLayout(string name, Keyboard keyboard = default(Keyboard));
public void SetKeyInfo(Key key, string displayName, int scanCode = 0);
public void SetTouch(int touchId, TouchPhase phase, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = true, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
[NUnit.Framework.SetUp] public virtual void Setup();
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>));
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started<TInteraction>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>)) where TInteraction : UnityEngine.InputSystem.IInputInteraction;
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint Started<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>)) where TValue : System.ValueType, new();
public InputTestFixture.ActionConstraint Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
public InputTestFixture.ActionConstraint Started<TInteraction>(InputAction action, InputControl control = default(InputControl), object value = default(object), System.Nullable<double> time = default(System.Nullable<double>)) where TInteraction : IInputInteraction;
public InputTestFixture.ActionConstraint Started<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value, System.Nullable<double> time = default(System.Nullable<double>)) where TValue : struct, new();
[NUnit.Framework.TearDown] public virtual void TearDown();
public void Trigger(UnityEngine.InputSystem.InputAction action);
public void Trigger<TValue>(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : System.ValueType, new();
public void Trigger(InputAction action);
public void Trigger<TValue>(InputAction action, UnityEngine.InputSystem.InputControl<TValue> control, TValue value) where TValue : struct, new();
public class ActionConstraint : NUnit.Framework.Constraints.Constraint
{
public UnityEngine.InputSystem.InputAction action { get; set; }
public UnityEngine.InputSystem.InputControl control { get; set; }
public InputAction action { get; set; }
public InputControl control { get; set; }
public System.Nullable<double> duration { get; set; }
public System.Type interaction { get; set; }
public UnityEngine.InputSystem.InputActionPhase phase { get; set; }
public InputActionPhase phase { get; set; }
public System.Nullable<double> time { get; set; }
public object value { get; set; }
public ActionConstraint(UnityEngine.InputSystem.InputActionPhase phase, UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control, object value = default(object), System.Type interaction = default(System.Type), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) {}
public UnityEngine.InputSystem.InputTestFixture.ActionConstraint AndThen(UnityEngine.InputSystem.InputTestFixture.ActionConstraint constraint);
public virtual NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
public ActionConstraint(InputActionPhase phase, InputAction action, InputControl control, object value = default(object), System.Type interaction = default(System.Type), System.Nullable<double> time = default(System.Nullable<double>), System.Nullable<double> duration = default(System.Nullable<double>)) {}
public InputTestFixture.ActionConstraint AndThen(InputTestFixture.ActionConstraint constraint);
public override NUnit.Framework.Constraints.ConstraintResult ApplyTo(object actual);
}
}
}
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