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