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using System;
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using System.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.TestTools;
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using System.Collections;
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using System.IO;
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using UnityEditor;
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using UnityEngine.UI;
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using System.Reflection;
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namespace InputfieldTests
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{
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public class DesktopInputFieldTests : BaseInputFieldTests, IPrebuildSetup
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{
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protected const string kPrefabPath = "Assets/Resources/DesktopInputFieldPrefab.prefab";
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public void Setup()
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{
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#if UNITY_EDITOR
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CreateInputFieldAsset(kPrefabPath);
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#endif
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}
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[SetUp]
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public virtual void TestSetup()
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{
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m_PrefabRoot = UnityEngine.Object.Instantiate(Resources.Load("DesktopInputFieldPrefab")) as GameObject;
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FieldInfo inputModule = typeof(EventSystem).GetField("m_CurrentInputModule", BindingFlags.NonPublic | BindingFlags.Instance);
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inputModule.SetValue(m_PrefabRoot.GetComponentInChildren<EventSystem>(), m_PrefabRoot.GetComponentInChildren<FakeInputModule>());
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}
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[TearDown]
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public virtual void TearDown()
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{
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GUIUtility.systemCopyBuffer = null;
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FontUpdateTracker.UntrackText(m_PrefabRoot.GetComponentInChildren<Text>());
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GameObject.DestroyImmediate(m_PrefabRoot);
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}
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[OneTimeTearDown]
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public void OnetimeTearDown()
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{
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#if UNITY_EDITOR
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AssetDatabase.DeleteAsset(kPrefabPath);
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#endif
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}
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[UnityTest]
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[UnityPlatform(exclude = new[] { RuntimePlatform.Switch })] // Currently InputField.ActivateInputFieldInternal calls Switch SoftwareKeyboard screen ; without user input or a command to close the SoftwareKeyboard this blocks the tests suite
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public IEnumerator FocusOnPointerClickWithLeftButton()
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{
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InputField inputField = m_PrefabRoot.GetComponentInChildren<InputField>();
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PointerEventData data = new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>());
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data.button = PointerEventData.InputButton.Left;
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inputField.OnPointerClick(data);
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MethodInfo lateUpdate = typeof(InputField).GetMethod("LateUpdate", BindingFlags.NonPublic | BindingFlags.Instance);
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lateUpdate.Invoke(inputField, null);
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#if UNITY_GAMECORE && !UNITY_EDITOR
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if (TouchScreenKeyboard.isSupported)
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{
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// On Xbox, the onScreenKeyboard is going to constrain the application and make it go out of focus.
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// We need to wait for the application to go out of focus before we can close the onScreenKeyboard.
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while (Application.isFocused)
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{
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yield return null;
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}
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}
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#endif
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Assert.IsTrue(inputField.isFocused);
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#if UNITY_GAMECORE && !UNITY_EDITOR
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// On Xbox, we then need to close onScreenKeyboard and wait for the application to be focused again.
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// If this is not done, it could have an impact on subsequent tests that require the application to be focused in order to function correctly.
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if (!TouchScreenKeyboard.isSupported || !TouchScreenKeyboard.visible)
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{
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yield break;
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}
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while (!Application.isFocused)
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{
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if (inputField.touchScreenKeyboard != null)
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{
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inputField.touchScreenKeyboard.active = false;
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}
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yield return null;
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}
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#else
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yield break;
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#endif
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}
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[UnityTest]
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public IEnumerator DoesNotFocusOnPointerClickWithRightOrMiddleButton()
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{
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InputField inputField = m_PrefabRoot.GetComponentInChildren<InputField>();
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PointerEventData data = new PointerEventData(m_PrefabRoot.GetComponentInChildren<EventSystem>());
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data.button = PointerEventData.InputButton.Middle;
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inputField.OnPointerClick(data);
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yield return null;
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data.button = PointerEventData.InputButton.Right;
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inputField.OnPointerClick(data);
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yield return null;
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Assert.IsFalse(inputField.isFocused);
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}
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}
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}
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