298 lines
12 KiB
C++
298 lines
12 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 "lib/idi/entry-id.hpp"
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//#include "lib/diff/gen-node.hpp"
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//#include "lib/util.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 lib::Symbol;
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//using util::join;
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//using lib::idi::EntryID;
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//using lib::diff::GenNode;
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//using util::isSameObject;
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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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// using lumiera::error::LUMIERA_ERROR_WRONG_TYPE;
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// using lib::test::showSizeof;
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namespace { //Test fixture...
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}//(End)Test fixture
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/******************************************************************************//**
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* @test cover 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-A")
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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-A]-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 ("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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/* === empty clause is neutral === */
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r1.append (UICoord().path("down/to/hell"));
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auto s1 = solver.solve(r1, UIC_PATH+2, "well");
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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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/* === clause too long === */
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/* === query on existing window === */
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/* === query on generic window spec === */
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/* === query on non existing window === */
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/* === query on existing window with create clause === */
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/* === query on non existing window with create clause === */
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/* === query on existing perspective === */
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/* === query on elided perspective === */
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/* === query on non existing perspective === */
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/* === query on non existing perspective with create clause === */
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/* === query on deep path covered === */
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/* === query on deep path covered with create clause === */
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/* === query on deep path partially covered === */
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/* === query on deep path partially covered with create clause === */
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/* === query on deep path uncovered === */
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/* === query on deep path uncovered with create clause === */
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/* === clause with wildcard covered === */
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/* === clause with wildcard covered without final element === */
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/* === create clause with wildcard completely covered === */
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/* === create clause with wildcard covered without final element === */
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/* === clause with wildcard partially covered === */
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/* === create clause with wildcard partially covered === */
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/* === clause with wildcard uncovered === */
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/* === create clause with wildcard uncovered === */
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/* === two clauses both satisfied === */
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/* === two clauses first one unsatisfied === */
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/* === create clause first and satisfied === */
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/* === create clause first and unsatisfied === */
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/* === create clause second but first clause satisfied === */
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/* === create clause second and satisfied === */
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/* === create clause second and both unsatisfied === */
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}
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void
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verify_standardSituations()
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{
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UNIMPLEMENTED ("emulate the relevant standard situations of view location resolution");
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/* === match by perspective + panel === */
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/* === match by window + panel === */
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/* === match by panel alone === */
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/* === match on create clause with generic window spec and panel === */
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/* === wildcard match on view === */
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/* === wildcard match on panel and view appended === */
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/* === successful create clause with wildcard === */
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/* === unsatisfied create clause with wildcard === */
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/* === completely uncovered create-from-scratch === */
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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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