示例#1
0
        /// <summary>
        /// Draws the button "Rebuild settings.".
        /// </summary>
        /// <param name="script">The script.</param>
        /// <param name="components">The components.</param>
        private void ForceRebuildParametersButton(BDDExtensionRunner script, Component[] components)
        {
            if (GUILayout.Button("Rebuild settings.", EditorStyles.miniButton, GUILayout.Width(100)))
            {
                GenericMenu menu             = new GenericMenu();
                GUIContent  optionNotRebuild = new GUIContent("I am not sure. I will try to fix the errors instead.");
                GUIContent  optionRebuild    = new GUIContent("Rebuild! Every parameter with errors could be resetted and the values could be lost.");
                bool        on = false;
                menu.AddItem(
                    optionNotRebuild,
                    on,
                    () =>
                {
                });

                menu.AddItem(
                    optionRebuild,
                    on,
                    () =>
                {
                    RegisterUndoInformation(script, components, "Rebuld settings");
                    this.RebuildParameters(script, components, runnerBusinessLogicData);
                    runnerBusinessLogicData.BDDObjects        = components;
                    runnerBusinessLogicData.SerializedObjects = businessLogicParametersRebuild.RebuildSerializedObjectsList(components, runnerBusinessLogicData.SerializedObjects);
                });

                menu.ShowAsContext();
            }
        }
示例#2
0
        /// <summary>
        /// Draws the checkbox for choosing between update and fixed update.
        /// </summary>
        /// <param name="script">The script.</param>
        /// <param name="unityInterface">The unity interface.</param>
        private void ChooseBetweenUpdateAndFixedUpdate(BDDExtensionRunner script, IUnityInterfaceWrapper unityInterface)
        {
            GUIContent label  = unityInterface.GUIContent("Run under Fixed Update");
            bool       result = GUILayout.Toggle(script.UseFixedUpdate, label, GUILayout.ExpandWidth(false));

            if (result != script.UseFixedUpdate)
            {
                Undo.RecordObject(script, "Change the use of Fixed Update.");
                script.UseFixedUpdate = result;
            }
        }
        /// <summary>
        /// Draws the given errors.
        /// </summary>
        /// <param name="errors">The errors.</param>
        /// <param name="unityInterface">The unity interface.</param>
        public void Errors(List <UnityTestBDDError> errors, IUnityInterfaceWrapper unityInterface)
        {
            BDDExtensionRunner bddExtensionRunner = this.component.gameObject.GetComponent <BDDExtensionRunner>();
            string             openComponentButtonTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, this.OpenComponentButtonTextureFileName);
            string             errorTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, this.ErrorTextureFileName);

            foreach (UnityTestBDDError error in errors)
            {
                unityInterface.EditorGUILayoutBeginHorizontal();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutEndHorizontal();
                unityInterface.EditorGUILayoutBeginHorizontal();
                float             currentViewWidth    = unityInterface.EditorGUIUtilityCurrentViewWidth();
                Texture2D         errorTexture        = unityInterface.AssetDatabaseLoadAssetAtPath(errorTextureFullPath, typeof(Texture2D));
                GUILayoutOption[] errorTextureOptions = new GUILayoutOption[2] {
                    unityInterface.GUILayoutWidth(24), unityInterface.GUILayoutHeight(24)
                };
                unityInterface.EditorGUILayoutLabelField(errorTexture, errorTextureOptions);
                float labelWidth = currentViewWidth - 100;
                unityInterface.EditorGUILayoutLabelField(error.Message, labelWidth);

                Texture2D         openComponentButtonTexture = unityInterface.AssetDatabaseLoadAssetAtPath(openComponentButtonTextureFullPath, typeof(Texture2D));
                GUILayoutOption[] options = new GUILayoutOption[2] {
                    unityInterface.GUILayoutWidth(24), unityInterface.GUILayoutHeight(24)
                };
                if (unityInterface.GUILayoutButton(openComponentButtonTexture, EditorStyles.label, options))
                {
                    if (error.MethodMethodInfo != null)
                    {
                        SourcesManagement.OpenMethodSourceCode(error.MethodMethodInfo, unityInterface);
                    }
                    else if (error.Component != null)
                    {
                        SourcesManagement.OpenSourceCode(error.Component, unityInterface);
                    }
                    else
                    {
                        MethodInfo[] methods = this.component.GetType().GetMethods();
                        foreach (MethodInfo method in methods)
                        {
                            if (method.DeclaringType.Name.Equals(this.component.GetType().Name))
                            {
                                SourcesManagement.OpenSourceCode(method, unityInterface);
                            }
                        }
                    }
                }

                unityInterface.EditorGUILayoutEndHorizontal();
            }
        }
示例#4
0
        /// <summary>
        /// Gets the full path of a file inside the BDDExtensionFramework asset.
        /// </summary>
        /// <param name="bddExtensionRunner">The BDD extension runner.</param>
        /// <param name="fileName">Name of the file.</param>
        /// <returns>The full path of the file inside the BDDExtensionFramework asset. </returns>
        public static string GetAssetFullPath(BDDExtensionRunner bddExtensionRunner, string fileName)
        {
            string result = string.Empty;

            if (bddExtensionRunner != null)
            {
                MonoScript script         = MonoScript.FromMonoBehaviour(bddExtensionRunner);
                string     runnerFullPath = AssetDatabase.GetAssetPath(script);
                string     runnerPath     = runnerFullPath.Substring(0, runnerFullPath.Length - "BDDExtensionRunner.cs".Length - 1);
                result = runnerPath + System.IO.Path.DirectorySeparatorChar + "Resources" + System.IO.Path.DirectorySeparatorChar + "Sprites" + System.IO.Path.DirectorySeparatorChar + fileName;
            }

            return(result);
        }
示例#5
0
        /// <summary>
        /// Rebuilds the parameters.
        /// </summary>
        /// <param name="script">The script.</param>
        /// <param name="dynamicBDDComponents">The dynamic BDD components.</param>
        /// <param name="runnerBusinessLogicData">The runner business logic data.</param>
        private void RebuildParameters(BDDExtensionRunner script, Component[] dynamicBDDComponents, RunnerEditorBusinessLogicData runnerBusinessLogicData)
        {
            // Generate the three list of MethodDescription for each step type: Given, When, Then
            MethodsManagementUtilities methodsManagementUtilities = new MethodsManagementUtilities();

            BaseMethodDescriptionBuilder methodBuilder = new BaseMethodDescriptionBuilder();
            IMethodsFilter givenMethodFilter           = new MethodsFilterByMethodsFullNameList(script.Given);
            MethodsLoader  givenMethodsLoader          = new MethodsLoader(methodBuilder, givenMethodFilter);

            MethodDescriptionBuilder     methodDescriptionBuilder     = new MethodDescriptionBuilder();
            FullMethodDescriptionBuilder fullMethodDescriptionBuilder = new FullMethodDescriptionBuilder();
            MethodParametersLoader       methodsParametersLoader      = new MethodParametersLoader();

            List <MethodDescription> givenMethodsDescriptionList = methodsManagementUtilities.LoadMethodsDescriptionsFromChosenMethods <GivenBaseAttribute>(dynamicBDDComponents, givenMethodsLoader, methodDescriptionBuilder, methodsParametersLoader, script.Given, script.GivenParametersIndex);

            List <FullMethodDescription> givenFullMethodsDescriptionList = methodsManagementUtilities.LoadFullMethodsDescriptions <GivenBaseAttribute>(givenMethodsDescriptionList, fullMethodDescriptionBuilder);

            IMethodsFilter           whenMethodFilter           = new MethodsFilterByMethodsFullNameList(script.When);
            MethodsLoader            whenMethodsLoader          = new MethodsLoader(methodBuilder, whenMethodFilter);
            List <MethodDescription> whenMethodsDescriptionList = methodsManagementUtilities.LoadMethodsDescriptionsFromChosenMethods <WhenBaseAttribute>(dynamicBDDComponents, whenMethodsLoader, methodDescriptionBuilder, methodsParametersLoader, script.When, script.WhenParametersIndex);

            List <FullMethodDescription> whenFullMethodsDescriptionList = methodsManagementUtilities.LoadFullMethodsDescriptions <WhenBaseAttribute>(whenMethodsDescriptionList, fullMethodDescriptionBuilder);

            IMethodsFilter           thenMethodFilter           = new MethodsFilterByMethodsFullNameList(script.Then);
            MethodsLoader            thenMethodsLoader          = new MethodsLoader(methodBuilder, thenMethodFilter);
            List <MethodDescription> thenMethodsDescriptionList = methodsManagementUtilities.LoadMethodsDescriptionsFromChosenMethods <ThenBaseAttribute>(dynamicBDDComponents, thenMethodsLoader, methodDescriptionBuilder, methodsParametersLoader, script.Then, script.ThenParametersIndex);

            List <FullMethodDescription> thenFullMethodsDescriptionList = methodsManagementUtilities.LoadFullMethodsDescriptions <ThenBaseAttribute>(thenMethodsDescriptionList, fullMethodDescriptionBuilder);

            // Reset the valuesArrayStorages for each component
            ArrayStorageUtilities arrayStorageUtilities = new ArrayStorageUtilities();

            arrayStorageUtilities.ResetAllArrayStorage(dynamicBDDComponents);

            // Rebuild the parameters indexes and locations for each list of MethodDescription
            RunnerEditorBusinessLogicParametersLocationsBuilder parametersLocationsBuilder = new RunnerEditorBusinessLogicParametersLocationsBuilder();

            parametersLocationsBuilder.BuildParametersLocation(givenFullMethodsDescriptionList);
            parametersLocationsBuilder.BuildParametersLocation(whenFullMethodsDescriptionList);
            parametersLocationsBuilder.BuildParametersLocation(thenFullMethodsDescriptionList);

            // Rebuild the parameters Indexes arrays
            script.GivenParametersIndex = parametersLocationsBuilder.RebuildParametersIndexesArrays(givenFullMethodsDescriptionList, script.Given);
            script.WhenParametersIndex  = parametersLocationsBuilder.RebuildParametersIndexesArrays(whenFullMethodsDescriptionList, script.When);
            script.ThenParametersIndex  = parametersLocationsBuilder.RebuildParametersIndexesArrays(thenFullMethodsDescriptionList, script.Then);
        }
        /// <summary>
        /// Implement this function to make a custom inspector.
        /// </summary>
        public override void OnInspectorGUI()
        {
            BDDExtensionRunner bddExtensionRunner = ((Component)target).gameObject.GetComponent <BDDExtensionRunner>();
            string             openComponentButtonTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, this.MainTexturePath);

            BaseBDDComponent script = (BaseBDDComponent)target;

            if (EditorApplication.isCompiling)
            {
                script.Checking = true;
            }

            BDDExtensionRunner runner = script.gameObject.GetComponent <BDDExtensionRunner>();

            if (runner != null)
            {
                this.unityInterface.EditorGUILayoutBeginHorizontal();
                Texture2D         texture = this.unityInterface.AssetDatabaseLoadAssetAtPath(openComponentButtonTextureFullPath, typeof(Texture2D));
                GUILayoutOption[] options = new GUILayoutOption[1] {
                    this.unityInterface.GUILayoutHeight(70)
                };
                GUIContent label = new GUIContent(texture);
                EditorGUILayout.LabelField(label, options);
                this.unityInterface.EditorGUILayoutEndHorizontal();
                ComponentsChecker checkForErrors = new ComponentsChecker();
                script.Errors = checkForErrors.Check(script);

                if (script.Errors.Count > 0)
                {
                    BaseBDDComponentEditorBusinessLogic businessLogic = new BaseBDDComponentEditorBusinessLogic(script);
                    businessLogic.Errors(script.Errors, this.unityInterface);
                }
                else
                {
                    this.DrawDefaultInspector();
                }

                script.Checking = false;
            }
            else
            {
                this.DrawDefaultInspector();
            }
        }
示例#7
0
        /// <summary>
        /// Builds the dynamic scenario.
        /// </summary>
        /// <param name="script">The script.</param>
        /// <param name="bddComponents">The BDD components.</param>
        /// <param name="lockParametersRows">If set to <c>true</c> [lock parameters rows].</param>
        /// <param name="dirtyStatus">If set to <c>true</c> [dirty status].</param>
        private void BuildDynamicScenario(BDDExtensionRunner script, Component[] bddComponents, bool lockParametersRows, out bool dirtyStatus)
        {
            bool   givenDirtyStatus = false;
            bool   whenDirtyStatus  = false;
            bool   thenDirtyStatus  = false;
            string undoText;
            MethodParametersLoader parametersLoader = new MethodParametersLoader();
            RunnerEditorBusinessLogicMethodsUtilities    methodsUtilities    = new RunnerEditorBusinessLogicMethodsUtilities();
            RunnerEditorBusinessLogicDynamicRowsElements dynamicRowsElements = new RunnerEditorBusinessLogicDynamicRowsElements();
            BaseMethodDescriptionBuilder baseMethodDescriptionBuilder        = new BaseMethodDescriptionBuilder();
            MethodDescriptionBuilder     methodDescriptionBuilder            = new MethodDescriptionBuilder();
            IMethodsFilter methodFilter  = new MethodsFilterByStepType();
            MethodsLoader  methodsLoader = new MethodsLoader(baseMethodDescriptionBuilder, methodFilter);

            ChosenMethods chosenMethods = new ChosenMethods();

            chosenMethods.ChosenMethodsNames           = script.Given;
            chosenMethods.ChosenMethodsParametersIndex = script.GivenParametersIndex;

            this.runnerBusinessLogicData.Rebuild = this.businessLogicDynamicRows.DrawDynamicRows <GivenBaseAttribute>(this.unityIntefaceWrapper, methodsLoader, methodDescriptionBuilder, parametersLoader, bddComponents, chosenMethods, this.runnerBusinessLogicData.GivenFoldouts, this.runnerBusinessLogicData.SerializedObjects, script, methodsUtilities, dynamicRowsElements, lockParametersRows, this.runnerBusinessLogicData.Rebuild, out chosenMethods, out this.runnerBusinessLogicData.GivenFoldouts, out givenDirtyStatus, out undoText);
            this.RegisterUndoInformation(this.target, bddComponents, undoText);
            script.Given = chosenMethods.ChosenMethodsNames;
            script.GivenParametersIndex = chosenMethods.ChosenMethodsParametersIndex;

            chosenMethods.ChosenMethodsNames           = script.When;
            chosenMethods.ChosenMethodsParametersIndex = script.WhenParametersIndex;

            this.runnerBusinessLogicData.Rebuild = this.businessLogicDynamicRows.DrawDynamicRows <WhenBaseAttribute>(this.unityIntefaceWrapper, methodsLoader, methodDescriptionBuilder, parametersLoader, bddComponents, chosenMethods, this.runnerBusinessLogicData.WhenFoldouts, this.runnerBusinessLogicData.SerializedObjects, script, methodsUtilities, dynamicRowsElements, lockParametersRows, this.runnerBusinessLogicData.Rebuild, out chosenMethods, out this.runnerBusinessLogicData.WhenFoldouts, out whenDirtyStatus, out undoText);
            this.RegisterUndoInformation(this.target, bddComponents, undoText);

            script.When = chosenMethods.ChosenMethodsNames;
            script.WhenParametersIndex = chosenMethods.ChosenMethodsParametersIndex;

            chosenMethods.ChosenMethodsNames           = script.Then;
            chosenMethods.ChosenMethodsParametersIndex = script.ThenParametersIndex;
            this.runnerBusinessLogicData.Rebuild       = this.businessLogicDynamicRows.DrawDynamicRows <ThenBaseAttribute>(this.unityIntefaceWrapper, methodsLoader, methodDescriptionBuilder, parametersLoader, bddComponents, chosenMethods, this.runnerBusinessLogicData.ThenFoldouts, this.runnerBusinessLogicData.SerializedObjects, script, methodsUtilities, dynamicRowsElements, lockParametersRows, this.runnerBusinessLogicData.Rebuild, out chosenMethods, out this.runnerBusinessLogicData.ThenFoldouts, out thenDirtyStatus, out undoText);
            this.RegisterUndoInformation(this.target, bddComponents, undoText);

            script.Then = chosenMethods.ChosenMethodsNames;
            script.ThenParametersIndex = chosenMethods.ChosenMethodsParametersIndex;

            dirtyStatus = givenDirtyStatus || whenDirtyStatus || thenDirtyStatus;
        }
        /// <summary>
        /// Draws the cog button.
        /// </summary>
        /// <param name="unityInterface">The unity interface.</param>
        /// <param name="methodDescription">The method description.</param>
        /// <param name="bddExtensionRunner">The BDD extension runner.</param>
        internal void DrawCogButton(IUnityInterfaceWrapper unityInterface, MethodDescription methodDescription, BDDExtensionRunner bddExtensionRunner)
        {
            string cogTexture = @"cog.png";

            string    cogTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, cogTexture);
            Texture2D inputTexture       = unityInterface.AssetDatabaseLoadAssetAtPath(cogTextureFullPath, typeof(Texture2D));

            GUILayoutOption[] options = new GUILayoutOption[2] {
                unityInterface.GUILayoutWidth(16), unityInterface.GUILayoutHeight(16)
            };

            if (unityInterface.GUILayoutButton(inputTexture, EditorStyles.label, options))
            {
                GenericMenu menu    = new GenericMenu();
                GUIContent  content = new GUIContent("Open method source");
                bool        on      = false;
                MethodInfo  method  = null;
                if (methodDescription != null)
                {
                    on     = true;
                    method = methodDescription.Method;
                    menu.AddItem(content, on, () => { SourcesManagement.OpenMethodSourceCode(method, unityInterface); });
                }
                else
                {
                    menu.AddDisabledItem(content);
                }

                menu.ShowAsContext();
            }
        }
示例#9
0
        /// <summary>
        /// Implement this function to make a custom inspector.
        /// </summary>
        public override void OnInspectorGUI()
        {
            BDDExtensionRunner script = (BDDExtensionRunner)target;

            serializedObject.Update();
            Component[] components          = script.gameObject.GetComponents <Component>();
            List <UnityTestBDDError> errors = new List <UnityTestBDDError>();
            ComponentsFilter         bddComponentsFilter = new ComponentsFilter();

            Component[]       bddComponents            = bddComponentsFilter.Filter(components);
            ComponentsChecker checkForComponentsErrors = new ComponentsChecker();

            errors.AddRange(checkForComponentsErrors.Check(bddComponents));

            if (!this.RunnerInspectorIsLockedOnErrors(errors) && bddComponents.Length > 0)
            {
                foreach (Component component in bddComponents)
                {
                    if (((BaseBDDComponent)component).Errors.Count > 0)
                    {
                        UnityTestBDDError error = new UnityTestBDDError();
                        error.Message                     = "There are some errors in the BDDComponents. Please, check and resolve them before continue.";
                        error.MethodMethodInfo            = null;
                        error.Component                   = null;
                        error.LockRunnerInspectorOnErrors = true;
                        error.ShowButton                  = false;
                        error.Index = 0;
                        error.LockBuildParameters    = true;
                        error.LockParametersRows     = true;
                        error.ShowRedExclamationMark = true;
                        error.StepType = null;
                        errors.Add(error);
                        break;
                    }
                }
            }

            if (!this.RunnerInspectorIsLockedOnErrors(errors) && !this.IsStaticScenario(components))
            {
                ChosenMethodsChecker checkForErrors = new ChosenMethodsChecker();
                errors.AddRange(checkForErrors.Check(script.Given, script.GivenParametersIndex, script.When, script.WhenParametersIndex, script.Then, script.ThenParametersIndex, bddComponents));
            }

            RunnerEditorBusinessLogicErrorsManagement runnerEditorBusinessLogicErrorsManagement = new RunnerEditorBusinessLogicErrorsManagement();

            runnerEditorBusinessLogicErrorsManagement.Errors(errors, this.unityIntefaceWrapper, script);

            MethodsManagementUtilities methodsManagementUtilities = new MethodsManagementUtilities();
            bool isStaticScenario = methodsManagementUtilities.IsStaticBDDScenario(bddComponents);

            SetSucceedOnAssertions(script.gameObject);
            if (!this.RunnerInspectorIsLockedOnErrors(errors))
            {
                this.DrawOptions(this.runnerBusinessLogicData, isStaticScenario, script, this.unityIntefaceWrapper, bddComponents);

                if (!isStaticScenario)
                {
                    if (!this.BuildParametersIsLocked(errors))
                    {
                        bool isParametersRebuildNeeded = this.businessLogicParametersRebuild.IsParametersRebuildNeeded(this.unityIntefaceWrapper, this.runnerBusinessLogicData, bddComponents, bddComponentsFilter);
                        if (isParametersRebuildNeeded)
                        {
                            this.RebuildParameters(script, bddComponents, this.runnerBusinessLogicData);
                            this.runnerBusinessLogicData.BDDObjects        = bddComponents;
                            this.runnerBusinessLogicData.SerializedObjects = this.businessLogicParametersRebuild.RebuildSerializedObjectsList(bddComponents, this.runnerBusinessLogicData.SerializedObjects);
                        }
                    }
                }

                if (Event.current.type == EventType.Layout || this.dirtyStatus == false)
                {
                    this.dirtyStatus = false;
                    if (this.runnerBusinessLogicData.SerializedObjects != null)
                    {
                        foreach (ISerializedObjectWrapper so in this.runnerBusinessLogicData.SerializedObjects.Values)
                        {
                            so.Update();
                        }
                    }

                    if (methodsManagementUtilities.IsStaticBDDScenario(bddComponents))
                    {
                        this.BuildStaticScenario(bddComponents);
                    }
                    else
                    {
                        this.BuildDynamicScenario(script, bddComponents, this.LockParametersRows(errors), out this.dirtyStatus);
                    }

                    serializedObject.ApplyModifiedProperties();
                    if (this.runnerBusinessLogicData.SerializedObjects != null)
                    {
                        foreach (ISerializedObjectWrapper so in this.runnerBusinessLogicData.SerializedObjects.Values)
                        {
                            so.ApplyModifiedProperties();
                        }
                    }
                }
                else
                {
                    this.unityIntefaceWrapper.EditorUtilitySetDirty(script);
                }
            }
        }
示例#10
0
        /// <summary>
        /// Draws the options.
        /// </summary>
        /// <param name="businessLogicData">The business logic data.</param>
        /// <param name="isStaticScenario">If set to <c>true</c> [is static scenario].</param>
        /// <param name="script">The script.</param>
        /// <param name="unityInterface">The unity interface.</param>
        /// <param name="bddComponents">The BDD components.</param>
        private void DrawOptions(RunnerEditorBusinessLogicData businessLogicData, bool isStaticScenario, BDDExtensionRunner script, IUnityInterfaceWrapper unityInterface, Component[] bddComponents)
        {
            Rect rect = unityInterface.EditorGUILayoutGetControlRect();

            businessLogicData.OptionsFoldout = unityInterface.EditorGUIFoldout(rect, businessLogicData.OptionsFoldout, "Options");
            if (businessLogicData.OptionsFoldout)
            {
                if (!isStaticScenario)
                {
                    this.ForceRebuildParametersButton(script, bddComponents);
                }

                unityInterface.EditorGUILayoutSeparator();
                this.ChooseBetweenUpdateAndFixedUpdate(script, this.unityIntefaceWrapper);
                float  width = unityInterface.EditorGUIUtilityCurrentViewWidth();
                int    numberOfSeparatorChars = (int)width / 7;
                string text = string.Empty.PadLeft(numberOfSeparatorChars, '_');

                unityInterface.EditorGUILayoutLabelFieldTruncate(text, width);
            }
        }
        /// <summary>
        /// Draws the given errors.
        /// </summary>
        /// <param name="errors">The errors.</param>
        /// <param name="unityInterface">The unity interface.</param>
        /// <param name="bddExtensionRunner">The BDD extension runner.</param>
        public void Errors(List <UnityTestBDDError> errors, IUnityInterfaceWrapper unityInterface, BDDExtensionRunner bddExtensionRunner)
        {
            string openComponentButtonTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, this.OpenComponentButtonTextureFileName);
            string errorTextureFullPath = Utilities.GetAssetFullPath(bddExtensionRunner, this.ErrorTextureFileName);

            foreach (UnityTestBDDError error in errors)
            {
                unityInterface.EditorGUILayoutBeginHorizontal();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutEndHorizontal();
                unityInterface.EditorGUILayoutBeginHorizontal();
                float currentViewWidth = unityInterface.EditorGUIUtilityCurrentViewWidth();
                if (error.ShowRedExclamationMark)
                {
                    Texture2D         errorTexture        = unityInterface.AssetDatabaseLoadAssetAtPath(errorTextureFullPath, typeof(Texture2D));
                    GUILayoutOption[] errorTextureOptions = new GUILayoutOption[2] {
                        unityInterface.GUILayoutWidth(24), unityInterface.GUILayoutHeight(24)
                    };
                    unityInterface.EditorGUILayoutLabelField(errorTexture, errorTextureOptions);
                }

                float labelWidth = currentViewWidth - 100;
                unityInterface.EditorGUILayoutLabelField(error.Message, labelWidth);

                Texture2D         openComponentButtonTexture = unityInterface.AssetDatabaseLoadAssetAtPath(openComponentButtonTextureFullPath, typeof(Texture2D));
                GUILayoutOption[] options = new GUILayoutOption[2] {
                    unityInterface.GUILayoutWidth(24), unityInterface.GUILayoutHeight(24)
                };
                if (error.ShowButton)
                {
                    if (unityInterface.GUILayoutButton(openComponentButtonTexture, EditorStyles.label, options))
                    {
                        if (error.MethodMethodInfo != null)
                        {
                            SourcesManagement.OpenMethodSourceCode(error.MethodMethodInfo, unityInterface);
                        }
                        else if (error.Component != null)
                        {
                            SourcesManagement.OpenSourceCode(error.Component, unityInterface);
                        }
                    }
                }

                unityInterface.EditorGUILayoutEndHorizontal();
            }
        }
        public void Errors_Should_CallTheExpectedUnityEditorStatements_Given_OneErrorOnAComponent()
        {
            UnityTestBDDComponentBaseEditorBusinessLogicTestFirstDynamicComponent component = UnitTestUtility.CreateComponent <UnityTestBDDComponentBaseEditorBusinessLogicTestFirstDynamicComponent>();
            BDDExtensionRunner runner = UnitTestUtility.CreateComponent <BDDExtensionRunner>(component.gameObject);

            BaseBDDComponentEditorBusinessLogic unityTestBDDComponentBaseEditorBusinessLogic = new BaseBDDComponentEditorBusinessLogic(component);
            string expectedMessage          = "Message";
            List <UnityTestBDDError> errors = new List <UnityTestBDDError>();
            UnityTestBDDError        error  = new UnityTestBDDError();

            error.Message          = expectedMessage;
            error.Component        = component;
            error.MethodMethodInfo = null;
            errors.Add(error);

            string errorTextureFullPath = Utilities.GetAssetFullPath(runner, unityTestBDDComponentBaseEditorBusinessLogic.ErrorTextureFileName);
            string openComponentButtonTextureFullPath = Utilities.GetAssetFullPath(runner, unityTestBDDComponentBaseEditorBusinessLogic.OpenComponentButtonTextureFileName);

            IUnityInterfaceWrapper unityInterface = Substitute.For <IUnityInterfaceWrapper>();

            unityInterface.EditorGUIUtilityCurrentViewWidth().Returns(600f);
            float     labelWidth   = 500f;
            Texture2D inputTexture = new Texture2D(10, 10);

            unityInterface.AssetDatabaseLoadAssetAtPath(openComponentButtonTextureFullPath, typeof(Texture2D)).Returns(inputTexture);
            Texture2D errorTexture = new Texture2D(10, 10);

            unityInterface.AssetDatabaseLoadAssetAtPath(errorTextureFullPath, typeof(Texture2D)).Returns(errorTexture);

            GUILayoutOption buttonWidth = GUILayout.Width(16);

            unityInterface.GUILayoutWidth(24).Returns(buttonWidth);
            GUILayoutOption buttonHeight = GUILayout.Height(16);

            unityInterface.GUILayoutHeight(24).Returns(buttonHeight);
            GUILayoutOption[] options = new GUILayoutOption[2];
            options[0] = buttonWidth;
            options[1] = buttonHeight;
            unityInterface.GUILayoutButton(inputTexture, EditorStyles.label, options).Returns(false);
            GUILayoutOption[] errorTextureOptions = new GUILayoutOption[2];
            errorTextureOptions[0] = buttonWidth;
            errorTextureOptions[1] = buttonHeight;
            unityTestBDDComponentBaseEditorBusinessLogic.Errors(errors, unityInterface);

            Received.InOrder(() =>
            {
                unityInterface.EditorGUILayoutBeginHorizontal();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutSeparator();
                unityInterface.EditorGUILayoutEndHorizontal();
                unityInterface.EditorGUILayoutBeginHorizontal();
                unityInterface.EditorGUIUtilityCurrentViewWidth();
                unityInterface.AssetDatabaseLoadAssetAtPath(errorTextureFullPath, typeof(Texture2D));
                unityInterface.GUILayoutWidth(24);
                unityInterface.GUILayoutHeight(24);
                unityInterface.EditorGUILayoutLabelField(errorTexture, Arg.Is <GUILayoutOption[]>(x => x.SequenceEqual(errorTextureOptions) == true));
                unityInterface.EditorGUILayoutLabelField(expectedMessage, labelWidth);
                unityInterface.AssetDatabaseLoadAssetAtPath(openComponentButtonTextureFullPath, typeof(Texture2D));
                unityInterface.GUILayoutWidth(24);
                unityInterface.GUILayoutHeight(24);
                unityInterface.GUILayoutButton(inputTexture, EditorStyles.label, Arg.Is <GUILayoutOption[]>(x => x.SequenceEqual(options) == true));
                unityInterface.EditorGUILayoutEndHorizontal();
            });
        }