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using System;
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using System.Collections;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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public class WrapperWindowFixture
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{
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private static WrapperWindow s_MostRecentWrapperWindow;
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public class WrapperWindow : EditorWindow
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{
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// Return true to end the test
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public Func<WrapperWindow, bool> onGUIDelegate;
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public bool TestCompleted { get; set; }
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public void OnGUI()
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{
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if (onGUIDelegate != null)
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{
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TestCompleted = onGUIDelegate.Invoke(this);
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if (TestCompleted)
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onGUIDelegate = null;
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}
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}
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}
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public static WrapperWindow GetWindow(Func<WrapperWindow, bool> onGUIDelegate, bool utility = false)
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{
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return GetWindow(onGUIDelegate, 800, 600, utility);
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}
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public static WrapperWindow GetWindow(Func<WrapperWindow, bool> onGUIDelegate, int width, int height, bool utility = false)
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{
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WrapperWindow window;
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if (utility)
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window = EditorWindow.GetWindow<WrapperWindow>(true);
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else
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{
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window = ScriptableObject.CreateInstance<WrapperWindow>();
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window.hideFlags = HideFlags.DontSave;
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}
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window.onGUIDelegate = onGUIDelegate;
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window.position = new Rect(0, 0, width, height);
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window.Show();
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s_MostRecentWrapperWindow = window;
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return window;
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}
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[TearDown]
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public void CloseMostRecentWrapperWindow()
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{
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if (s_MostRecentWrapperWindow == null)
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return;
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s_MostRecentWrapperWindow.Close();
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s_MostRecentWrapperWindow = null;
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}
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protected static void RegisterWrapperWindow(WrapperWindow window)
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{
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s_MostRecentWrapperWindow = window;
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}
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}
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