/* UILocationSolver(Test) - verify mechanics of a DSL to configure view allocation Copyright (C) Lumiera.org 2018, Hermann Vosseler This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * *****************************************************/ /** @file ui-location-solver-test.cpp ** unit test \ref UILocationSolver_test */ #include "lib/test/run.hpp" #include "lib/test/test-helper.hpp" #include "gui/interact/ui-coord.hpp" #include "gui/interact/ui-location-solver.hpp" #include "gen-node-location-query.hpp" #include "lib/format-cout.hpp" #include using std::string; using lib::diff::MakeRec; using lib::diff::Rec; using util::isnil; namespace gui { namespace interact { namespace test { /******************************************************************************//** * @test verify a mechanism to resolve the desired location of an UI-element. * The UILocationSolver is operated by the ViewLocator service, which itself * is part of the InteractionDirector. In typical usage, the location rules * are drawn from the [ViewSpec-DSL](\ref view-spec-dsl.hpp), evaluated * with the help of a [Coordinate Resolver](\ref UICoordResolver), based on * the real UI topology existing at that moment, accessible in abstracted * form through the LocationQuery interface. This test setup here mimics that * invocation scheme, but replaces the real UI by an abstract tree notation * embedded directly into the individual test cases. * * @see ui-location-solver.hpp * @see view-spec-dsl.hpp * @see UICoordResolver_test */ class UILocationSolver_test : public Test { virtual void run (Arg) { simple_usage_example(); verify_cornerCases(); verify_standardSituations(); } /** @test demonstrate the typical invocation and usage */ void simple_usage_example() { //-------------------------------------------------------------Test-Fixture // a Test dummy placeholder for the real UI structure Rec dummyUiStructure = MakeRec() .set("window-1" , MakeRec() .type("perspective") .set("exclusivePanel", MakeRec()) ); // helper to answer "location queries" backed by this structure GenNodeLocationQuery locationQuery{dummyUiStructure}; //--------------------------------------------------------------(End)Test-Fixture // our test subject.... UILocationSolver solver{locationQuery}; // a rule to probe (meaning: attach it at the "shoddy" panel) LocationRule rule{UICoord().panel("shoddy")}; // Now ask for a location to attach a view named "worldview" at the "shoddy" panel // No solution can be found, since there is no "shoddy" panel CHECK (isnil (solver.solve (rule, UIC_VIEW, "worldview"))); // add second location clause to the rule // (meaning: accept any path leading down to an "exclusivePanel") rule.append(UICoord().panel("exclusivePanel")); // and now we get a solution, since the second rule can be wildcard-matched UICoord location = solver.solve (rule, UIC_VIEW, "worldview"); CHECK (not isnil (location)); // the full solution filled in the missing parts and added the new view on top CHECK ("UI:window-1[perspective]-exclusivePanel.worldview" == string(location)); // NOTE: the new view does not (yet) exist, but the preceding part can be "covered" // To verify this, we attach a coordinate resolver (likewise backed by our dummy UI) UICoordResolver resolver{location, locationQuery}; CHECK (resolver.isCoveredPartially()); CHECK (not resolver.isCoveredTotally()); CHECK (UIC_VIEW == resolver.coverDepth()); // covered up to VIEW level } // (the view itself is not covered) /** @test cover theoretical corner cases regarding the process of location solving. * Point in question are the requirements and limits when querying against one or several * location specification clauses. The actual matching of a location pattern against a UI topology * is beyond scope and covered [elsewhere](\ref UICoordResolver_test::verify_mutateCoverage) * - empty clauses act as neutral element * - prerequisites regarding the depth of a location clause relevant for solution * - the impact of the query and especially its expected depth * - completely explicit clauses vs clauses with wildcards * - relevance of partial or total coverage for the solution * - regular clauses vs. _create clauses_ (which mandate creating parents as needed) * - usage of the first applicable solution when several clauses are given */ void verify_cornerCases() { //-------------------------------------------------------------Test-Fixture GenNodeLocationQuery tree{MakeRec() .set("win" , MakeRec() .type("A") .set ("thePanel" , MakeRec() .set ("theView" , MakeRec() .set ("#5" , MakeRec() .set ("up", MakeRec()) .set ("down" , MakeRec() .set ("the" , MakeRec() .set ("kitchen" , MakeRec() .set ("sink", MakeRec()) ) ) ) ) ) ) )}; UILocationSolver solver{tree}; //--------------------------------------------------------------(End)Test-Fixture /* === empty clause === */ LocationRule r1{UICoord()}; CHECK (isnil (solver.solve (r1, UIC_PATH, "to/salvation"))); CHECK (isnil (solver.solve (r1, UIC_WINDOW, "redemption"))); /* === empty clause is neutral === */ r1.append (UICoord().path("down/to").create()); auto s1 = solver.solve(r1, UIC_PATH+2, "hell"); CHECK ("UI:win[A]-thePanel.theView.#5/down/to/hell" == string{s1}); /* === clause too short === */ LocationRule r2{UICoord().path("down/the")}; CHECK ( isnil (solver.solve (r2, UIC_PATH+3, "sink"))); /* === clause too long === */ CHECK ( isnil (solver.solve (r2, UIC_VIEW, "theView"))); CHECK (not isnil (solver.solve (r2, UIC_PATH+1, "any"))); CHECK (not isnil (solver.solve (r2, UIC_PATH+2, "kitchen"))); /* === query on existing window === */ LocationRule r31{UICoord::window("win")}; CHECK ("UI:win" == string{solver.solve (r31, UIC_WINDOW, "wigwam")}); /* === query on generic window spec === */ LocationRule r32{UICoord::currentWindow()}; CHECK ("UI:win" == string{solver.solve (r32, UIC_WINDOW, "wigwam")}); /* === query on non existing window === */ LocationRule r33{UICoord::window("lindows")}; CHECK (isnil (solver.solve (r33, UIC_WINDOW, "wigwam"))); /* === query on existing window with create clause === */ LocationRule r34{UICoord::window("win").create()}; CHECK ("UI:win" == string{solver.solve (r34, UIC_WINDOW, "wigwam")}); /* === query on non existing window with create clause === */ LocationRule r35{UICoord::window("windux").create()}; CHECK ("UI:windux" == string{solver.solve (r35, UIC_WINDOW, "wigwam")}); /* === query on existing perspective === */ LocationRule r41{UICoord().persp("A")}; CHECK ("UI:win[A]" == string{solver.solve (r41, UIC_PERSP, "x")}); CHECK ("UI:win[A]-x" == string{solver.solve (r41, UIC_PANEL, "x")}); /* === query on elided perspective ("just any existing") === */ LocationRule r42{UICoord().persp(UIC_ELIDED)}; CHECK ("UI:win[A]" == string{solver.solve (r42, UIC_PERSP, "x")}); CHECK ("UI:win[A]-x" == string{solver.solve (r42, UIC_PANEL, "x")}); /* === query on non existing perspective === */ LocationRule r43{UICoord::firstWindow().persp("Ω")}; CHECK (isnil (solver.solve (r43, UIC_PERSP, "x"))); CHECK (isnil (solver.solve (r43, UIC_PANEL, "x"))); /* === query on non existing perspective with create clause === */ LocationRule r44{UICoord::firstWindow().persp("Ω").create()}; CHECK ("UI:win[Ω]" == string{solver.solve (r44, UIC_PERSP, "x")}); CHECK ("UI:win[Ω]-x" == string{solver.solve (r44, UIC_PANEL, "x")}); /* === query on deep path covered === */ LocationRule r51{UICoord("firstWindow","A","thePanel","theView","#5","down","the","kitchen")}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen" == string{solver.solve (r51, UIC_PATH+2, "drain")}); CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen/drain" == string{solver.solve (r51, UIC_PATH+3, "drain")}); /* === query on deep path covered with create clause === */ LocationRule r52{UICoord::firstWindow().append("A/thePanel/theView/#5/down/the/kitchen").create()}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen" == string{solver.solve (r52, UIC_PATH+2, "drain")}); CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen/drain" == string{solver.solve (r52, UIC_PATH+3, "drain")}); /* === query on deep path partially covered === */ LocationRule r53{UICoord::firstWindow().append("A/thePanel/theView/#5/down/the/drain")}; CHECK (isnil (solver.solve (r53, UIC_PATH+2, "drain"))); CHECK (isnil (solver.solve (r53, UIC_PATH+3, "drain"))); /* === query on deep path partially covered with create clause === */ LocationRule r54{UICoord::firstWindow().append("A/thePanel/theView/#5/down/the/drain").create()}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/drain" == string{solver.solve (r54, UIC_PATH+2, "drain")}); CHECK ("UI:win[A]-thePanel.theView.#5/down/the/drain/drain" == string{solver.solve (r54, UIC_PATH+3, "drain")}); /* === query on deep path uncovered === */ LocationRule r55{UICoord("rearWindow","A","thePanel","theView","#5","down","the","kitchen")}; CHECK (isnil (solver.solve (r55, UIC_PATH+2, "floor"))); CHECK (isnil (solver.solve (r55, UIC_PATH+3, "floor"))); /* === query on deep path uncovered with create clause === */ LocationRule r56{UICoord("rearWindow","A","thePanel","theView","#5","down","the","kitchen").rebuild().create()}; CHECK ("UI:rearWindow[A]-thePanel.theView.#5/down/the/kitchen" == string{solver.solve (r56, UIC_PATH+2, "floor")}); CHECK ("UI:rearWindow[A]-thePanel.theView.#5/down/the/kitchen/floor" == string{solver.solve (r56, UIC_PATH+3, "floor")}); /* === clause with wildcard covered === */ LocationRule r61{UICoord().path("//kitchen")}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen" == string{solver.solve (r61, UIC_PATH+2, "drain")}); /* === clause with wildcard covered without final element === */ CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen/drain" == string{solver.solve (r61, UIC_PATH+3, "drain")}); /* === create clause with wildcard completely covered === */ LocationRule r62{UICoord().path("//kitchen").create()}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen" == string{solver.solve (r62, UIC_PATH+2, "window")}); /* === create clause with wildcard covered without final element === */ CHECK ("UI:win[A]-thePanel.theView.#5/down/the/kitchen/window" == string{solver.solve (r62, UIC_PATH+3, "window")}); /* === clause with wildcard partially covered === */ LocationRule r63{UICoord().path("/the/road")}; CHECK (isnil (solver.solve (r63, UIC_PATH+2, "kitchen"))); //NOTE: .../down/the/kitchen would match, but actually .../down/the/road is tested, which fails /* === create clause with wildcard partially covered === */ LocationRule r64{UICoord().path("/the/road").create()}; CHECK ("UI:win[A]-thePanel.theView.#5/down/the/road" == string{solver.solve (r64, UIC_PATH+2, "drain")}); /* === clause with wildcard uncovered === */ LocationRule r65{UICoord().path("//road")}; CHECK (isnil (solver.solve (r65, UIC_PATH+2, "kitchen"))); /* === create clause with wildcard uncovered === */ LocationRule r66{UICoord().path("//road").create()}; CHECK (isnil (solver.solve (r66, UIC_PATH+2, "kitchen"))); /* === two clauses both satisfied === */ LocationRule r71{UICoord().path("down")}; r71.append (UICoord().path("up")); CHECK ("UI:win[A]-thePanel.theView.#5/down/time" == string{solver.solve (r71, UIC_PATH+1, "time")}); /* === two clauses first one unsatisfied === */ LocationRule r72{UICoord().path("up/the")}; r72.append (UICoord().path("down/")); CHECK ("UI:win[A]-thePanel.theView.#5/down/time" == string{solver.solve (r72, UIC_PATH+1, "time")}); /* === create clause first and satisfied === */ LocationRule r73{UICoord().path("up/link").create()}; r73.append (UICoord().path("down/")); CHECK ("UI:win[A]-thePanel.theView.#5/up/link" == string{solver.solve (r73, UIC_PATH+1, "time")}); /* === create clause first and unsatisfied === */ LocationRule r74{UICoord().path("cross/link").create()}; r74.append (UICoord().path("down/")); CHECK ("UI:win[A]-thePanel.theView.#5/down/time" == string{solver.solve (r74, UIC_PATH+1, "time")}); /* === create clause second but first clause satisfied === */ LocationRule r75{UICoord().path("up/")}; r75.append (UICoord().path("down/link").create()); CHECK ("UI:win[A]-thePanel.theView.#5/up/time" == string{solver.solve (r75, UIC_PATH+1, "time")}); /* === create clause second and satisfied === */ LocationRule r76{UICoord().path("up/link")}; r76.append (UICoord().path("down/link").create()); CHECK ("UI:win[A]-thePanel.theView.#5/down/link" == string{solver.solve (r76, UIC_PATH+1, "time")}); /* === create clause second and both unsatisfied === */ LocationRule r77{UICoord().path("up/link")}; r77.append (UICoord().path("town/link").create()); CHECK (isnil (solver.solve (r77, UIC_PATH+1, "time"))); CHECK (string{r77} == "=~ .. UI:?/up/link" "\n OR UI:?/town/link create!"); } /** @test emulate the relevant standard situations of view location resolution. * The typical location specifications to be expected in practice can be subsumed * under a small selection of standard situations; this test demonstrates how these * are triggered by specific tree configurations in a (hopefully) obvious way. * * For this purpose, we create a single set of location clauses here, but evaluate them * each time against different (simulated) UI tree configurations to verify that the expected * resulting location is actually derived in all those cases. */ void verify_standardSituations() { // Test Fixture: a solver which always queries the current state of a (simulated) uiTree Rec uiTree; std::unique_ptr query; UILocationSolver solver{[&]() -> GenNodeLocationQuery& { query.reset (new GenNodeLocationQuery(uiTree)); return *query; }}; // Test Fixture: common set of location clauses LocationRule location{UICoord().persp("edit").panel("viewer")}; location.append (UICoord::currentWindow().panel("viewer")); location.append (UICoord().panel("viewer")); // location.append (UICoord().tab("assetType()")); //////////////////////TICKET #1130 : do we want to support match based on invocation context (here: the type of the asset to be displayed) location.append (UICoord().persp("asset").view("asset")); location.append (UICoord().panel("asset").view("asset").create()); location.append (UICoord::currentWindow().panel("viewer").create()); //Note: especially for this kind of rule, .persp(UIC_ELIDED) is injected automatically location.append (UICoord::window("meta").persp("config").panel("infobox").view("inspect").create()); cout << location << endl; /* === match by perspective + panel === */ uiTree = MakeRec() .set("win" , MakeRec() .type("edit") .set ("viewer", MakeRec())); CHECK ("UI:win[edit]-viewer.video" == string{solver.solve (location, UIC_VIEW, "video")}); /* === match by generic window + panel === */ uiTree = MakeRec() .set("win" , MakeRec() .type("murky") .set ("viewer", MakeRec())) .set("woe" , MakeRec() .type("gloomy") .set ("viewer", MakeRec())); CHECK ("UI:woe[gloomy]-viewer.video" == string{solver.solve (location, UIC_VIEW, "video")}); //Note: first rule does not match due to perspective /* === match by panel alone === */ uiTree = MakeRec() .set("win" , MakeRec() .type("murky") .set ("viewer", MakeRec())) .set("woe" , MakeRec() .type("gloomy") .set ("timeline", MakeRec())); CHECK ("UI:win[murky]-viewer.video" == string{solver.solve (location, UIC_VIEW, "video")}); //Note: current window (==last one) has no "viewer"-panel /* === wildcard match on explicit existing view === */ uiTree = MakeRec() .set("win" , MakeRec() .type("shady") .set("timeline", MakeRec())) .set("woe" , MakeRec() .type("asset") .set ("panel" , MakeRec() .set ("asset", MakeRec()) )); CHECK ("UI:woe[asset]-panel.asset" == string{solver.solve (location, UIC_VIEW, "video")}); //Note: the 4th Rule matches on existing view "asset", // in spite of our query demanding a view "video" /* === wildcard match based on the type of entity to be displaced === */ #if false ///////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1130 : not yet possible. Match based on placeholder substituted from context // uiTree = MakeRec() // .set("win" // , MakeRec() // .type("shady") // .set ("special" // , MakeRec() // .set ("asset", // MakeRec() // .set ("specialAsset", MakeRec()) // ) // )) // .set("woe" // , MakeRec() // .type("asset") // .set ("panel" // , MakeRec() // .set ("asset", MakeRec()) // )); // CHECK ("UI:win[shady]-special.asset.specialAsset" == string{solver.solve (location, UIC_TAB, "specialAsset")}); // //Note: the next rule would match on the general asset panel // // but this special rule allows to re-use a tab dedicated to specialAsset #endif ///////////////////////////////////////////////////////////////////////////////////////////////////TICKET #1130 : not yet possible. Match based on placeholder substituted from context /* === create clause to build on a specific anchor point === */ uiTree = MakeRec() .set("win" , MakeRec() .type("shady") .set ("asset", MakeRec()) ); auto solution = solver.solve (location, UIC_TAB, "video"); //Note: here the first "create"-rule is triggered: UI:?-asset.asset CHECK ("UI:win[shady]-asset.asset.video" == string{solution}); // It requires a panel("asset") to exist, but creates the rest; CHECK ( 3 == UICoordResolver(solution, *query) // indeed only the part up to the panel is detected as covered. .coverDepth()); //Note: the following test cases can not trigger this rule, since it /* === match on create clause with generic window spec and panel === */ // contains leading wildcards and thus requires panel("asset") uiTree = MakeRec() .set("win" , MakeRec() .type("shady") .set("timeline", MakeRec())) .set("woe" , MakeRec() .type("shoddy")); solution = solver.solve (location, UIC_VIEW, "video"); CHECK ("UI:woe[shoddy]-viewer.video" == string{solution}); CHECK ( 2 == UICoordResolver(solution, *query) //Note: only window and perspective are covered, the rest is to be created .coverDepth()); /* === completely uncovered create-from-scratch === */ solution = solver.solve (location, UIC_TAB, "engine"); //Note: same UI-tree, but this time we ask for a tab, so the previous rule CHECK ("UI:meta[config]-infobox.inspect.engine" == string{solution}); // is too short and thus the last catch-all rule gets triggered; CHECK ( 0 == UICoordResolver(solution, *query) //Note: result is indeed entirely uncovered (-> create from scratch) .coverDepth()); } }; /** Register this test class... */ LAUNCHER (UILocationSolver_test, "unit gui"); }}} // namespace gui::interact::test