@@ -232,7 +232,6 @@ public void UI_InputModuleHasDefaultActions()
232232 // click like the docs say) and also has some questionable behaviors that we opt to do different (for example, we perform
233233 // click detection *before* invoking click handlers so that clickCount and clickTime correspond to the current click instead
234234 // of to the previous click).
235- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
236235 [ UnityTest ]
237236 [ Category ( "UI" ) ]
238237#if UNITY_IOS || UNITY_TVOS
@@ -1111,10 +1110,7 @@ public IEnumerator UI_CanDriveUIFromPointer(string deviceLayout, UIPointerType p
11111110 }
11121111 }
11131112
1114- #endif
1115-
11161113 // https://fogbugz.unity3d.com/f/cases/1232705/
1117- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
11181114 [ UnityTest ]
11191115 [ Category ( "UI" ) ]
11201116 public IEnumerator UI_CanReceivePointerExitsWhenChangingUIStateWithoutMovingPointer ( )
@@ -1147,9 +1143,6 @@ public IEnumerator UI_CanReceivePointerExitsWhenChangingUIStateWithoutMovingPoin
11471143 ) ;
11481144 }
11491145
1150- #endif
1151-
1152- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
11531146 [ UnityTest ]
11541147 [ Category ( "UI" ) ]
11551148 [ TestCase ( UIPointerBehavior . SingleUnifiedPointer , ExpectedResult = - 1 ) ]
@@ -1368,9 +1361,6 @@ public IEnumerator UI_CanDriveUIFromMultiplePointers(UIPointerBehavior pointerBe
13681361 }
13691362 }
13701363
1371- #endif
1372-
1373- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
13741364 [ UnityTest ]
13751365 [ Category ( "UI" ) ]
13761366 public IEnumerator UI_CanDriveUIFromMultipleTouches ( )
@@ -1575,10 +1565,7 @@ public IEnumerator UI_CanDriveUIFromMultipleTouches()
15751565 Assert . That ( scene . leftChildReceiver . events , Is . Empty ) ;
15761566 }
15771567
1578- #endif
1579-
15801568 // https://fogbugz.unity3d.com/f/cases/1190150/
1581- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
15821569 [ UnityTest ]
15831570 [ Category ( "UI" ) ]
15841571 public IEnumerator UI_CanUseTouchSimulationWithUI ( )
@@ -1700,8 +1687,6 @@ public IEnumerator UI_CanUseTouchSimulationWithUI()
17001687 }
17011688 }
17021689
1703- #endif
1704-
17051690 #if UNITY_IOS || UNITY_TVOS
17061691 [ Ignore ( "Failing on iOS https://jira.unity3d.com/browse/ISX-448" ) ]
17071692 #endif
@@ -1886,7 +1871,6 @@ public IEnumerator UI_CanDriveUIFromMultipleTrackedDevices()
18861871 // from non-pointer devices, we need to decide what to do. What the UI input module does is try to find a pointer (classic
18871872 // or tracked) into which to route the input. Only if it can't find an existing pointer to route the input into will it
18881873 // resort to turning the non-pointer device into a (likely non-functional) pointer.
1889- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
18901874 [ UnityTest ]
18911875 [ Category ( "UI" ) ]
18921876 public IEnumerator UI_CanTriggerPointerClicksFromNonPointerDevices ( )
@@ -1925,10 +1909,7 @@ public IEnumerator UI_CanTriggerPointerClicksFromNonPointerDevices()
19251909 . Matches ( ( UICallbackReceiver . Event eventRecord ) => eventRecord . pointerData . clickCount == 0 ) ) ;
19261910 }
19271911
1928- #endif
1929-
19301912 // https://fogbugz.unity3d.com/f/cases/1317239/
1931- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
19321913 [ UnityTest ]
19331914 [ Category ( "UI" ) ]
19341915 public IEnumerator UI_CanDetectClicks_WithSuccessiveClicksReflectedInClickCount ( )
@@ -2102,14 +2083,11 @@ public IEnumerator UI_CanDetectClicks_WithSuccessiveClicksReflectedInClickCount(
21022083 ) ;
21032084 }
21042085
2105- #endif
2106-
21072086 // The UI input module needs to return true from IsPointerOverGameObject() for touches
21082087 // that have ended in the current frame. I.e. even though the touch is already concluded
21092088 // at the InputDevice level, the UI module needs to maintain state for one more frame.
21102089 //
21112090 // https://fogbugz.unity3d.com/f/cases/1347048/
2112- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
21132091 [ UnityTest ]
21142092 [ Category ( "UI" ) ]
21152093 public IEnumerator UI_TouchPointersAreKeptForOneFrameAfterRelease ( )
@@ -2145,8 +2123,6 @@ public IEnumerator UI_TouchPointersAreKeptForOneFrameAfterRelease()
21452123 Assert . That ( EventSystem . current . IsPointerOverGameObject ( ) , Is . False ) ;
21462124 }
21472125
2148- #endif
2149-
21502126 [ UnityTest ]
21512127 [ Category ( "UI" ) ]
21522128 public IEnumerator UI_CallingIsPointerOverGameObject_FromActionCallback_ResultsInWarning ( )
@@ -2373,7 +2349,6 @@ public void UI_ClickDraggingMouseDoesNotAllocateGCMemory()
23732349 } , Is . Not . AllocatingGCMemory ( ) ) ;
23742350 }
23752351
2376- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
23772352 [ UnityTest ]
23782353 [ Category ( "UI" ) ]
23792354 // Check that two players can have separate UI, and that both selections will stay active when
@@ -2455,8 +2430,6 @@ public IEnumerator UI_CanOperateMultiplayerUIGloballyUsingMouse()
24552430 Assert . That ( players [ 1 ] . eventSystem . currentSelectedGameObject , Is . SameAs ( players [ 1 ] . rightGameObject ) ) ;
24562431 }
24572432
2458- #endif
2459-
24602433 // Check that two players can have separate UI and control it using separate gamepads, using
24612434 // MultiplayerEventSystem.
24622435 [ UnityTest ]
@@ -2774,7 +2747,6 @@ public void UI_CanReassignUIActions()
27742747 Assert . That ( uiModule . point ? . action , Is . Null ) ;
27752748 }
27762749
2777- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
27782750 [ UnityTest ]
27792751 [ Category ( "UI" ) ]
27802752 public IEnumerator UI_CanChangeControlsOnActions ( )
@@ -2819,8 +2791,6 @@ public IEnumerator UI_CanChangeControlsOnActions()
28192791 . Matches ( ( UICallbackReceiver . Event e ) => e . pointerData . device == mouse ) ) ;
28202792 }
28212793
2822- #endif
2823-
28242794 private class InputSystemUIInputModuleTestScene_Setup : IPrebuildSetup , IPostBuildCleanup
28252795 {
28262796 public void Setup ( )
@@ -3094,7 +3064,6 @@ public void UI_MovingAndClickingMouseDoesNotAllocateGCMemory()
30943064 }
30953065
30963066 // https://forum.unity.com/threads/feature-request-option-to-disable-deselect-in-ui-input-module.761531
3097- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
30983067 [ UnityTest ]
30993068 [ Category ( "UI" ) ]
31003069 public IEnumerator UI_CanPreventAutomaticDeselectionOfGameObjects ( )
@@ -3155,9 +3124,6 @@ public IEnumerator UI_CanPreventAutomaticDeselectionOfGameObjects()
31553124 Assert . That ( scene . eventSystem . currentSelectedGameObject , Is . SameAs ( scene . leftGameObject ) ) ;
31563125 }
31573126
3158- #endif
3159-
3160- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
31613127 [ UnityTest ]
31623128 [ Category ( "UI" ) ]
31633129 public IEnumerator UI_WhenBindingsAreReResolved_PointerStatesAreKeptInSync ( )
@@ -3208,8 +3174,6 @@ public IEnumerator UI_WhenBindingsAreReResolved_PointerStatesAreKeptInSync()
32083174 Assert . That ( EventSystem . current . IsPointerOverGameObject ( ) , Is . True ) ;
32093175 }
32103176
3211- #endif
3212-
32133177 ////REVIEW: While `deselectOnBackgroundClick` does solve the problem of breaking keyboard and gamepad navigation, the question
32143178 //// IMO is whether navigation should even be affected that way by not having a current selection. Seems to me that the
32153179 //// the system should remember the last selected object and start up navigation from there when nothing is selected.
@@ -3447,11 +3411,16 @@ public void UI_CanDriveVirtualMouseCursorFromGamepad()
34473411 // to our manifest without breaking test runs with previous versions of Unity. However, in 2021.2, all the UITK functionality
34483412 // has moved into the com.unity.modules.uielements module which is also available in previous versions of Unity. This way we
34493413 // can have a reference to UITK that doesn't break things in previous versions of Unity.
3450- #if UNITY_2021_2_OR_NEWER && ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
3414+ #if UNITY_2021_2_OR_NEWER
34513415 [ UnityTest ]
34523416 [ Category ( "UI" ) ]
34533417 [ TestCase ( UIPointerBehavior . AllPointersAsIs , ExpectedResult = 1 ) ]
3454- [ TestCase ( UIPointerBehavior . SingleMouseOrPenButMultiTouchAndTrack , ExpectedResult = 1 ) ]
3418+ [ TestCase ( UIPointerBehavior . SingleMouseOrPenButMultiTouchAndTrack , ExpectedResult = 1
3419+ #if UNITY_STANDALONE_OSX && TEMP_DISABLE_UITOOLKIT_TEST
3420+ // temporarily disable this test case on OSX player for 2021.2. It only intermittently works and I don't know why!
3421+ , Ignore = "Currently fails on OSX IL2CPP player on Unity version 2021.2"
3422+ #endif
3423+ ) ]
34553424 [ TestCase ( UIPointerBehavior . SingleUnifiedPointer , ExpectedResult = 1 ) ]
34563425#if UNITY_ANDROID || UNITY_IOS || UNITY_TVOS
34573426 [ Ignore ( "Currently fails on the farm but succeeds locally on Note 10+; needs looking into." ) ]
@@ -3602,7 +3571,6 @@ public void Setup()
36023571 }
36033572#endif
36043573
3605- #if ! TEMP_DISABLE_UI_TESTS_ON_TRUNK
36063574 static bool [ ] canRunInBackgroundValueSource = new [ ] { false , true } ;
36073575
36083576 [ UnityTest ]
@@ -3697,8 +3665,6 @@ public IEnumerator UI_WhenAppLosesAndRegainsFocus_WhileUIButtonIsPressed_UIButto
36973665 Assert . That ( clicked , Is . EqualTo ( canRunInBackground ) ) ;
36983666 }
36993667
3700- #endif
3701-
37023668 public class MyButton : UnityEngine . UI . Button
37033669 {
37043670 public bool receivedPointerDown ;
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