165 lines
5.4 KiB
C++
165 lines
5.4 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "common/Capability.h"
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#include "common/UIAutomation.h"
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#include "ui/UIAutomationCapabilities.h"
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#include "ui/UIHost.h"
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#include "ui/UISystem.h"
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#include "ui/Widget.h"
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#include <imgui.h>
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using namespace eve::ui;
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namespace {
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UIHost *resolveHost(UIHostHandle handle) {
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auto host = UIHost::resolve(handle);
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return host ? &host->get() : nullptr;
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}
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UINode *findNode(UIHost *host, const std::string &id) {
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if (host == nullptr) return nullptr;
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auto node = host->findById(id);
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return node ? &node->get() : nullptr;
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}
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} // namespace
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TEST_CASE("WidgetDesc.composeNestedTree") {
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int clicks = 0;
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UIHost *h = resolveHost(UIHost::createHost("nest"));
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REQUIRE(h != nullptr);
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h->setTree(window(
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"Inventory",
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{
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text("Hello", "label"),
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group({
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button("A", "a"),
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sameLine(),
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button("B", "b", [&]() { ++clicks; }),
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}),
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},
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"root"));
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auto t = h->tree();
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REQUIRE_EQ(t->root, 0);
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CHECK_EQ(int(t->nodes[0].type), int(NodeType::Window));
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REQUIRE_GE(t->nodes.size(), 5u);
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UINode *b = findNode(h, "b");
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REQUIRE(b != nullptr);
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REQUIRE_NE(b->handlerClick, 0u);
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UIEvent ev;
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ev.host = h->handle();
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ev.hostName = "nest";
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ev.nodeId = "b";
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ev.kind = "click";
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ev.handlerIndex = b->handlerClick;
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UISystem::pendingEvents().push_back(ev);
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UISystem::dispatchEvents();
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CHECK_EQ(clicks, 1);
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CHECK(UISystem::consumeClickFor("nest") == "b");
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}
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TEST_CASE("UIHost.setSimplePanel.buildsRetainedTree") {
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UIHost *h = resolveHost(UIHost::createHost("simple"));
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REQUIRE(h != nullptr);
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h->setSimplePanel("Inventory", "Hello", "Use");
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auto t = h->tree();
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REQUIRE_EQ(t->root, 0);
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REQUIRE_EQ(t->nodes.size(), 3u);
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CHECK(t->nodes[1].id == "label");
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CHECK(t->nodes[2].id == "btn");
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}
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TEST_CASE("UIHost.setPropsAndClickHandler") {
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UIHost *h = resolveHost(UIHost::createHost("props"));
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REQUIRE(h != nullptr);
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h->setTree(window("W", {text("before", "label"), button("Go", "btn")}));
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h->setTextById("label", "after");
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CHECK(findNode(h, "label")->text == "after");
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h->setVisibleById("btn", false);
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CHECK(!findNode(h, "btn")->visible);
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int clicks = 0;
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CHECK(h->setClickHandler("btn", [&]() { ++clicks; }));
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UIEvent ev;
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ev.host = h->handle();
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ev.hostName = "props";
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ev.nodeId = "btn";
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ev.kind = "click";
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ev.handlerIndex = findNode(h, "btn")->handlerClick;
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UISystem::pendingEvents().push_back(ev);
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UISystem::dispatchEvents();
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CHECK_EQ(clicks, 1);
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}
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TEST_CASE("UIAutomation.semanticTreeGetAndClick") {
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int clicks = 0;
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UIHost *host = resolveHost(UIHost::createHost("mcp-ui-test"));
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REQUIRE(host != nullptr);
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host->setTree(window("Automation", {text("Ready", "status"),
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button("Add Tree", "asset-tree", [&]() { ++clicks; })}));
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registerUIAutomationCapabilities();
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auto *automation = eve::cap::query<eve::IUIAutomation>();
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REQUIRE(automation != nullptr);
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const std::string tree = automation->tree("mcp-ui-test");
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CHECK(tree.find("\"name\":\"mcp-ui-test\"") != std::string::npos);
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CHECK(tree.find("\"id\":\"asset-tree\"") != std::string::npos);
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CHECK(tree.find("\"clickable\":true") != std::string::npos);
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const std::string widget = automation->get("mcp-ui-test", "asset-tree");
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CHECK(widget.find("\"type\":\"button\"") != std::string::npos);
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CHECK(widget.find("\"host\":\"mcp-ui-test\"") != std::string::npos);
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const std::string queued = automation->click("mcp-ui-test", "asset-tree");
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CHECK(queued.find("\"queued\":true") != std::string::npos);
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CHECK_EQ(clicks, 0);
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UISystem::dispatchEvents();
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CHECK_EQ(clicks, 1);
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CHECK(UISystem::consumeClickFor("mcp-ui-test") == "asset-tree");
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CHECK(automation->click("mcp-ui-test", "status").find("error: widget is not clickable") ==
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0);
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}
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TEST_CASE("UISystem.render.headlessImGuiWalk") {
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UIHost *h = resolveHost(UIHost::createHost("walk"));
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REQUIRE(h != nullptr);
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h->setTree(window("Panel", {text("Label", "label"), button("Btn", "btn")}));
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// This test is headless: it drives UISystem::render() with a private ImGui
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// context. When run in the same process after a real-window UI test, the UI
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// module's ImGui backend keeps its own context (and present-overlay hook).
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// ImGui::CreateContext() only auto-switches current when GImGui is NULL, so
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// explicitly switch to the private context and back — otherwise the UI
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// backend's context would be the one NewFrame/EndFrame and DestroyContext
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// operate on, leaving a dangling ImGui context for later present() calls.
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ImGuiContext *savedContext = ImGui::GetCurrentContext();
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IMGUI_CHECKVERSION();
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ImGuiContext *headlessContext = ImGui::CreateContext();
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ImGui::SetCurrentContext(headlessContext);
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ImGuiIO &io = ImGui::GetIO();
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io.DisplaySize = ImVec2(800.f, 600.f);
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io.IniFilename = nullptr;
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unsigned char *pixels = nullptr;
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int w = 0, htex = 0;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &w, &htex);
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(void)pixels;
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ImGui::NewFrame();
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UISystem::render();
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ImGui::EndFrame();
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ImGui::DestroyContext(headlessContext);
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if (savedContext) ImGui::SetCurrentContext(savedContext);
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CHECK(!h->tree()->dirty);
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}
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