Fixing trunk CI issues (#1638)
This commit is contained in:
Родитель
e8f41a679b
Коммит
5ffb592839
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@ -3,7 +3,9 @@ editors:
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disable_tvos_run: true
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- version: 2021.3
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- version: 2022.2
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- version: 2023.1
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- version: trunk
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disable_tvos_run: true
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utr_install_win: curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output utr.bat
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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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@ -276,75 +276,75 @@ class APIVerificationTests
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// The following properties have setters that changed from being private to being protected.
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// This is not a breaking change as no existing code will fail to compile.
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[Property("Exclusions", @"1.0.0
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public UnityEngine.InputSystem.Controls.ButtonControl buttonEast { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl buttonNorth { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl buttonSouth { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl buttonWest { get; }
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public UnityEngine.InputSystem.Controls.DpadControl dpad { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl leftShoulder { get; }
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public UnityEngine.InputSystem.Controls.StickControl leftStick { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl leftStickButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl leftTrigger { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl rightShoulder { get; }
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public UnityEngine.InputSystem.Controls.StickControl rightStick { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl rightStickButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl rightTrigger { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl selectButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl startButton { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control hatswitch { get; }
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public UnityEngine.InputSystem.Controls.StickControl stick { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl trigger { get; }
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public UnityEngine.InputSystem.Controls.AxisControl twist { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl altKey { get; }
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public UnityEngine.InputSystem.Controls.AnyKeyControl anyKey { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl ctrlKey { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl imeSelected { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl shiftKey { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl backButton { get; }
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public UnityEngine.InputSystem.Controls.IntegerControl clickCount { get; }
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public static UnityEngine.InputSystem.Mouse current { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl forwardButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl leftButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl middleButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl rightButton { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control scroll { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl eraser { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl firstBarrelButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl fourthBarrelButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl inRange { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl secondBarrelButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl thirdBarrelButton { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control tilt { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl tip { get; }
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public UnityEngine.InputSystem.Controls.AxisControl twist { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control delta { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control position { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl press { get; }
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public UnityEngine.InputSystem.Controls.AxisControl pressure { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control radius { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control delta { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl indirectTouch { get; }
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public UnityEngine.InputSystem.Controls.TouchPhaseControl phase { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control position { get; }
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public UnityEngine.InputSystem.Controls.TouchPressControl press { get; }
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public UnityEngine.InputSystem.Controls.AxisControl pressure { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control radius { get; }
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public UnityEngine.InputSystem.Controls.Vector2Control startPosition { get; }
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public UnityEngine.InputSystem.Controls.DoubleControl startTime { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl tap { get; }
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public UnityEngine.InputSystem.Controls.IntegerControl tapCount { get; }
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public UnityEngine.InputSystem.Controls.IntegerControl touchId { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl leftTriggerButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl playStationButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl rightTriggerButton { get; }
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public UnityEngine.InputSystem.Controls.TouchControl primaryTouch { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl down { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl left { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl right { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl up { get; }
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public UnityEngine.InputSystem.Controls.AxisControl x { get; }
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public UnityEngine.InputSystem.Controls.AxisControl y { get; }
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public UnityEngine.InputSystem.Controls.AxisControl z { get; }
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public Controls.ButtonControl buttonEast { get; }
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public Controls.ButtonControl buttonNorth { get; }
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public Controls.ButtonControl buttonSouth { get; }
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public Controls.ButtonControl buttonWest { get; }
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public Controls.DpadControl dpad { get; }
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public Controls.ButtonControl leftShoulder { get; }
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public Controls.StickControl leftStick { get; }
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public Controls.ButtonControl leftStickButton { get; }
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public Controls.ButtonControl leftTrigger { get; }
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public Controls.ButtonControl rightShoulder { get; }
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public Controls.StickControl rightStick { get; }
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public Controls.ButtonControl rightStickButton { get; }
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public Controls.ButtonControl rightTrigger { get; }
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public Controls.ButtonControl selectButton { get; }
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public Controls.ButtonControl startButton { get; }
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public Controls.Vector2Control hatswitch { get; }
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public Controls.StickControl stick { get; }
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public Controls.ButtonControl trigger { get; }
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public Controls.AxisControl twist { get; }
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public Controls.ButtonControl altKey { get; }
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public Controls.AnyKeyControl anyKey { get; }
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public Controls.ButtonControl ctrlKey { get; }
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public Controls.ButtonControl imeSelected { get; }
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public Controls.ButtonControl shiftKey { get; }
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public Controls.ButtonControl backButton { get; }
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public Controls.IntegerControl clickCount { get; }
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public static Mouse current { get; }
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public Controls.ButtonControl forwardButton { get; }
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public Controls.ButtonControl leftButton { get; }
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public Controls.ButtonControl middleButton { get; }
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public Controls.ButtonControl rightButton { get; }
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public Controls.Vector2Control scroll { get; }
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public Controls.ButtonControl eraser { get; }
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public Controls.ButtonControl firstBarrelButton { get; }
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public Controls.ButtonControl fourthBarrelButton { get; }
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public Controls.ButtonControl inRange { get; }
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public Controls.ButtonControl secondBarrelButton { get; }
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public Controls.ButtonControl thirdBarrelButton { get; }
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public Controls.Vector2Control tilt { get; }
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public Controls.ButtonControl tip { get; }
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public Controls.AxisControl twist { get; }
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public Controls.Vector2Control delta { get; }
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public Controls.Vector2Control position { get; }
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public Controls.ButtonControl press { get; }
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public Controls.AxisControl pressure { get; }
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public Controls.Vector2Control radius { get; }
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public Controls.Vector2Control delta { get; }
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public Controls.ButtonControl indirectTouch { get; }
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public Controls.TouchPhaseControl phase { get; }
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public Controls.Vector2Control position { get; }
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public Controls.TouchPressControl press { get; }
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public Controls.AxisControl pressure { get; }
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public Controls.Vector2Control radius { get; }
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public Controls.Vector2Control startPosition { get; }
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public Controls.DoubleControl startTime { get; }
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public Controls.ButtonControl tap { get; }
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public Controls.IntegerControl tapCount { get; }
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public Controls.IntegerControl touchId { get; }
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public Controls.ButtonControl leftTriggerButton { get; }
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public Controls.ButtonControl playStationButton { get; }
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public Controls.ButtonControl rightTriggerButton { get; }
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public Controls.TouchControl primaryTouch { get; }
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public ButtonControl down { get; }
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public ButtonControl left { get; }
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public ButtonControl right { get; }
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public ButtonControl up { get; }
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public Controls.AxisControl x { get; }
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public Controls.AxisControl y { get; }
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public Controls.AxisControl z { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl L1 { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl L2 { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl L3 { get; }
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@ -354,75 +354,109 @@ class APIVerificationTests
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public UnityEngine.InputSystem.Controls.ButtonControl R3 { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl shareButton { get; }
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public UnityEngine.InputSystem.Controls.ButtonControl touchpadButton { get; }
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public UnityEngine.InputSystem.Utilities.ReadOnlyArray<UnityEngine.InputSystem.Controls.TouchControl> touches { get; }
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public virtual System.Collections.Generic.IEnumerator<TValue> GetEnumerator();
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public UnityEngine.InputSystem.Utilities.ReadOnlyArray<Controls.TouchControl> touches { get; }
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public System.Collections.Generic.IEnumerator<TValue> GetEnumerator();
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public Vector2Control delta { get; }
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public ButtonControl indirectTouch { get; }
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public TouchPhaseControl phase { get; }
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public Vector2Control position { get; }
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public TouchPressControl press { get; }
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public AxisControl pressure { get; }
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public Vector2Control radius { get; }
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public Vector2Control startPosition { get; }
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public DoubleControl startTime { get; }
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public ButtonControl tap { get; }
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public IntegerControl tapCount { get; }
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public IntegerControl touchId { get; }
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")]
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// InputActionAsset and InputActionMap changed from IInputActionCollection to IInputActionCollection2 with
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// the latter just being based on the former.
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[Property("Exclusions", @"1.0.0
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public class InputActionAsset : UnityEngine.ScriptableObject, System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.InputAction>, System.Collections.IEnumerable, UnityEngine.InputSystem.IInputActionCollection
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public sealed class InputActionMap : System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.InputAction>, System.Collections.IEnumerable, System.ICloneable, System.IDisposable, UnityEngine.InputSystem.IInputActionCollection, UnityEngine.ISerializationCallbackReceiver
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public class InputActionAsset : ScriptableObject, IInputActionCollection, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable
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public sealed class InputActionMap : IInputActionCollection, ISerializationCallbackReceiver, System.Collections.Generic.IEnumerable<InputAction>, System.Collections.IEnumerable, System.ICloneable, System.IDisposable
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")]
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// FindAction is now defined at the IInputActionCollection2 level and thus no longer introduced separately
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// by InputActionMap and InputActionAsset.
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[Property("Exclusions", @"1.0.0
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public UnityEngine.InputSystem.InputAction FindAction(string actionNameOrId, bool throwIfNotFound = False);
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public UnityEngine.InputSystem.InputAction FindAction(string nameOrId, bool throwIfNotFound = False);
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public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false);
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public InputAction FindAction(string nameOrId, bool throwIfNotFound = false);
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")]
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// RemoveAllBindingOverrides(InputActionMap) is now RemoveAllBindingOverrides (IInputActionCollection2).
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[Property("Exclusions", @"1.0.0
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public static void RemoveAllBindingOverrides(UnityEngine.InputSystem.InputActionMap actionMap);
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public static void RemoveAllBindingOverrides(this InputActionMap actionMap);
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")]
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// These methods have gained an extra (optional) parameter.
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[Property("Exclusions", @"1.0.0
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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>));
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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>));
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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>));
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public static UnityEngine.InputSystem.InputActionSetupExtensions.BindingSyntax AddBinding(UnityEngine.InputSystem.InputActionMap actionMap, string path, string interactions = default(string), string groups = default(string), string action = default(string));
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public UnityEngine.InputSystem.InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = default(string));
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public static void DisableDevice(UnityEngine.InputSystem.InputDevice device);
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public 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>));
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public 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>));
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public InputTestFixture.ActionConstraint Started(UnityEngine.InputSystem.InputAction action, UnityEngine.InputSystem.InputControl control = default(UnityEngine.InputSystem.InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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public static InputActionSetupExtensions.BindingSyntax AddBinding(this InputActionMap actionMap, string path, string interactions = default(string), string groups = default(string), string action = default(string));
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public InputActionSetupExtensions.CompositeSyntax With(string name, string binding, string groups = default(string));
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public static void DisableDevice(InputDevice device);
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public InputEventBuffer(Unity.Collections.NativeArray<byte> buffer, int eventCount, int sizeInBytes = -1) {}
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public void AppendEvent(UnityEngine.InputSystem.LowLevel.InputEvent* eventPtr, int capacityIncrementInBytes = 2048);
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public UnityEngine.InputSystem.LowLevel.InputEvent* AllocateEvent(int sizeInBytes, int capacityIncrementInBytes = 2048);
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public void AppendEvent(InputEvent* eventPtr, int capacityIncrementInBytes = 2048);
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public InputEvent* AllocateEvent(int sizeInBytes, int capacityIncrementInBytes = 2048);
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")]
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// TrackedPose Driver changes
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[Property("Exclusions", @"1.0.0
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public class TrackedPoseDriver : UnityEngine.MonoBehaviour
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public class TrackedPoseDriver : MonoBehaviour
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")]
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// These methods have been superseded and have an Obsolete warning on them.
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[Property("Exclusions", @"1.0.0
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public static bool TryResetDevice(UnityEngine.InputSystem.InputDevice device);
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public static bool TryResetDevice(InputDevice device);
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")]
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// Enum value that was never functional.
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[Property("Exclusions", @"1.0.0
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public const UnityEngine.InputSystem.InputDeviceChange Destroyed = 8;
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public const InputDeviceChange Destroyed = 8;
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")]
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// InputSystem.onEvent has become a property with the Action replaced by the InputEventListener type.
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[Property("Exclusions", @"1.0.0
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public static event System.Action<UnityEngine.InputSystem.LowLevel.InputEventPtr, UnityEngine.InputSystem.InputDevice> onEvent;
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public static event System.Action<LowLevel.InputEventPtr, InputDevice> onEvent;
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")]
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// Mouse and Touchscreen implement internal IEventMerger interface
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[Property("Exclusions", @"1.0.0
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public class Touchscreen : UnityEngine.InputSystem.Pointer, UnityEngine.InputSystem.LowLevel.IInputStateCallbackReceiver
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public class Touchscreen : Pointer, LowLevel.IInputStateCallbackReceiver
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")]
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[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.Editor", "public sealed class InputControlPathEditor : System.IDisposable", "public void OnGUI(UnityEngine.Rect rect);")]
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[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.Editor", "public sealed class InputControlPathEditor : System.IDisposable", "public void OnGUI(Rect rect);")]
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// InputEventTrace.Resize() has a new parameter with a default value.
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[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.LowLevel", "public sealed class InputEventTrace : System.Collections.Generic.IEnumerable<UnityEngine.InputSystem.LowLevel.InputEventPtr>, System.Collections.IEnumerable, System.IDisposable", "public bool Resize(long newBufferSize);")]
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[ScopedExclusionProperty("1.0.0", "UnityEngine.InputSystem.LowLevel", "public sealed class InputEventTrace : System.Collections.Generic.IEnumerable<InputEventPtr>, System.Collections.IEnumerable, System.IDisposable", "public bool Resize(long newBufferSize);")]
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// filterNoiseOnCurrent is Obsolete since 1.3.0
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||||
[Property("Exclusions", @"1.0.0
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public bool filterNoiseOnCurrent { get; set; }
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")]
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// SwitchProControllerHID inherited from IInputStateCallbackReceiver and IEventPreProcessor, both are internal interfaces
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||||
[Property("Exclusions", @"1.0.0
|
||||
public class SwitchProControllerHID : UnityEngine.InputSystem.Gamepad
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||||
public class SwitchProControllerHID : Gamepad
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||||
")]
|
||||
// AddChangeMonitor has a new, optional groupIndex argument.
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||||
[Property("Exclusions", @"1.0.0
|
||||
public static void AddChangeMonitor(UnityEngine.InputSystem.InputControl control, UnityEngine.InputSystem.LowLevel.IInputStateChangeMonitor monitor, long monitorIndex = -1);
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||||
public static void AddChangeMonitor(InputControl control, IInputStateChangeMonitor monitor, long monitorIndex = -1);
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||||
")]
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||||
// DualShock4GamepadHID from IEventPreProcessor, which is an internal interface
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||||
[Property("Exclusions", @"1.0.0
|
||||
public class DualShock4GamepadHID : UnityEngine.InputSystem.DualShock.DualShockGamepad
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||||
public class DualShock4GamepadHID : DualShockGamepad
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||||
")]
|
||||
// InputDeviceChange.Destroyed was deprecated and not active anymore
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||||
[Property("Exclusions", @"1.0.0
|
||||
Destroyed = 8,
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||||
")]
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||||
// TestFixture added some arguments over the time
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||||
[Property("Exclusions", @"1.0.0
|
||||
public void BeginTouch(int touchId, Vector2 position, bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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||||
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>));
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||||
public void EndTouch(int touchId, Vector2 position, Vector2 delta = default(Vector2), bool queueEventOnly = false, Touchscreen screen = default(Touchscreen), double time = -1d, double timeOffset = 0d);
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||||
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 Started(InputAction action, InputControl control = default(InputControl), System.Nullable<double> time = default(System.Nullable<double>));
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||||
")]
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||||
// Api scraper seems to be unstable with fields with default values, sometimes "= 0;" appears (locally) and sometimes (on CI) doesn't.
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||||
[Property("Exclusions", @"1.0.0
|
||||
public int negative = 0;
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||||
public int positive = 0;
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||||
public AxisComposite.WhichSideWins whichSideWins = AxisComposite.WhichSideWins.Neither;
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||||
public int down = 0;
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||||
public int left = 0;
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||||
public int right = 0;
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||||
public int up = 0;
|
||||
")]
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||||
public void API_MinorVersionsHaveNoBreakingChanges()
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||||
{
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||||
|
@ -460,6 +494,7 @@ class APIVerificationTests
|
|||
|
||||
var missingLines = lastPublicApiFiles.SelectMany(p => MissingLines(Path.GetFileName(p), currentApiFiles, lastPublicApiFiles, exclusions, scopedExclusions))
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||||
.ToList();
|
||||
Debug.Log(string.Join("\n", missingLines));
|
||||
Assert.That(missingLines, Is.Empty);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3852,6 +3852,9 @@ internal class UITests : CoreTestsFixture
|
|||
}
|
||||
|
||||
[UnityTest]
|
||||
#if UNITY_TVOS
|
||||
[Ignore("Failing on tvOS https://jira.unity3d.com/browse/ISX-448")]
|
||||
#endif
|
||||
public IEnumerator UI_DisplayIndexMatchesDisplayWithTouchscreenOnOverlayCanvas()
|
||||
{
|
||||
// Setup the Test Scene
|
||||
|
|
|
@ -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",
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"com.unity.probuilder": "4.2.3",
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@ -7,47 +7,46 @@ namespace UnityEngine.InputSystem
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{
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public double currentTime { get; set; }
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||||
public InputTestFixture() {}
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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();
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||||
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);
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||||
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);
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||||
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>));
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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;
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||||
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);
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||||
public void Click(UnityEngine.InputSystem.Controls.ButtonControl button, double time = -1, double timeOffset = 0, bool queueEventOnly = False);
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||||
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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