def test_setLockedAxis(): test_tool_1 = Tool() test_tool_handle_1 = ToolHandle() test_tool_handle_1._auto_scale = False # Pretend like the toolhandle actually got rendered at least once with patch("UM.View.GL.OpenGL.OpenGL.getInstance"): test_tool_handle_1.render(None) # Needs to start out with Nothing locked assert test_tool_1.getLockedAxis() == ToolHandle.NoAxis # Just the vanilla changing. test_tool_1.setLockedAxis(ToolHandle.XAxis) assert test_tool_1.getLockedAxis() == ToolHandle.XAxis test_tool_1.setHandle(test_tool_handle_1) test_tool_1.setLockedAxis(ToolHandle.YAxis) assert test_tool_1.getLockedAxis() == ToolHandle.YAxis assert test_tool_handle_1.getActiveAxis() == ToolHandle.YAxis
def test_setLockedAxis(): test_tool_1 = createTool("whatever") with patch("UM.Application.Application.getInstance"): test_tool_handle_1 = ToolHandle() test_tool_handle_1._enabled = True test_tool_handle_1._auto_scale = False # Pretend like the toolhandle actually got rendered at least once with patch("UM.View.GL.OpenGL.OpenGL.getInstance"): with patch("UM.Resources.Resources.getPath"): test_tool_handle_1.render(None) # Needs to start out with Nothing locked assert test_tool_1.getLockedAxis() == ToolHandle.NoAxis # Just the vanilla changing. test_tool_1.setLockedAxis(ToolHandle.XAxis) assert test_tool_1.getLockedAxis() == ToolHandle.XAxis test_tool_1.setHandle(test_tool_handle_1) test_tool_1.setLockedAxis(ToolHandle.YAxis) assert test_tool_1.getLockedAxis() == ToolHandle.YAxis assert test_tool_handle_1.getActiveAxis() == ToolHandle.YAxis