LUMIERA.clone/tests/gui/interact/ui-location-solver-test.cpp

487 lines
26 KiB
C++

/*
UILocationSolver(Test) - verify mechanics of a DSL to configure view allocation
Copyright (C) Lumiera.org
2018, Hermann Vosseler <Ichthyostega@web.de>
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-resolver-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 "gui/interact/gen-node-location-query.hpp"
#include "lib/format-cout.hpp"
#include <string>
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<GenNodeLocationQuery> 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().persp(UIC_ELIDED).panel("viewer").create());
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 substitutet 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 substitutet 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