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forked from 0ad/0ad
0ad/source/gui/tests/test_GuiManager.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

227 lines
8.0 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "gui/GUIManager.h"
#include "gui/CGUI.h"
#include "lib/external_libraries/libsdl.h"
#include "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/XML/Xeromyces.h"
#include "scriptinterface/ScriptRequest.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/StructuredClone.h"
#include "scriptinterface/Object.h"
#include <memory>
class TestGuiManager : public CxxTest::TestSuite
{
std::unique_ptr<CConfigDB> configDB;
public:
void setUp()
{
g_VFS = CreateVfs();
TS_ASSERT_OK(g_VFS->Mount(L"", DataDir() / "mods" / "_test.gui" / "", VFS_MOUNT_MUST_EXIST));
TS_ASSERT_OK(g_VFS->Mount(L"cache", DataDir() / "_testcache" / "", 0, VFS_MAX_PRIORITY));
configDB = std::make_unique<CConfigDB>();
CXeromyces::Startup();
g_GUI = new CGUIManager();
}
void tearDown()
{
delete g_GUI;
CXeromyces::Terminate();
configDB.reset();
g_VFS.reset();
DeleteDirectory(DataDir()/"_testcache");
}
void test_EventObject()
{
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValue val(rq.cx);
Script::CreateObject(rq, &val);
Script::StructuredClone data = Script::WriteStructuredClone(rq, JS::NullHandleValue);
g_GUI->PushPage(L"event/page_event.xml", data, JS::UndefinedHandleValue);
const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest prq(pageScriptInterface);
JS::RootedValue global(prq.cx, prq.globalValue());
int called_value = 0;
JS::RootedValue js_called_value(prq.cx);
// Ticking will call the onTick handlers of all object. The second
// onTick is configured to disable the onTick handlers of the first and
// third and enable the fourth. So ticking once will only call the
// first and second object. We don't want the fourth object to be
// called, to avoid infinite additions of objects.
g_GUI->TickObjects();
Script::GetProperty(prq, global, "called1", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
Script::GetProperty(prq, global, "called2", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
Script::GetProperty(prq, global, "called3", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
Script::GetProperty(prq, global, "called4", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
// Ticking again will still call the second object, but also the fourth.
g_GUI->TickObjects();
Script::GetProperty(prq, global, "called1", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
Script::GetProperty(prq, global, "called2", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 2);
Script::GetProperty(prq, global, "called3", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
Script::GetProperty(prq, global, "called4", &js_called_value);
Script::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
}
void test_hotkeysState()
{
// Load up a fake test hotkey when pressing 'a'.
const char* test_hotkey_name = "hotkey.test";
configDB->SetValueString(CFG_SYSTEM, test_hotkey_name, "A");
LoadHotkeys(*configDB);
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValue val(rq.cx);
Script::CreateObject(rq, &val);
Script::StructuredClone data = Script::WriteStructuredClone(rq, JS::NullHandleValue);
g_GUI->PushPage(L"hotkey/page_hotkey.xml", data, JS::UndefinedHandleValue);
// Press 'a'.
SDL_Event_ hotkeyNotification;
hotkeyNotification.ev.type = SDL_KEYDOWN;
hotkeyNotification.ev.key.keysym.scancode = SDL_SCANCODE_A;
hotkeyNotification.ev.key.repeat = 0;
// Init input and poll the event.
InitInput();
in_push_priority_event(&hotkeyNotification);
SDL_Event_ ev;
while (in_poll_event(&ev))
in_dispatch_event(&ev);
const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest prq(pageScriptInterface);
JS::RootedValue global(prq.cx, prq.globalValue());
// Ensure that our hotkey state was synchronised with the event itself.
bool hotkey_pressed_value = false;
JS::RootedValue js_hotkey_pressed_value(prq.cx);
Script::GetProperty(prq, global, "state_before", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
Script::GetProperty(prq, global, "state_after", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
// We are listening to KeyDown events, so repeat shouldn't matter.
hotkeyNotification.ev.key.repeat = 1;
in_push_priority_event(&hotkeyNotification);
while (in_poll_event(&ev))
in_dispatch_event(&ev);
hotkey_pressed_value = false;
Script::GetProperty(prq, global, "state_before", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
Script::GetProperty(prq, global, "state_after", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkeyNotification.ev.type = SDL_KEYUP;
in_push_priority_event(&hotkeyNotification);
while (in_poll_event(&ev))
in_dispatch_event(&ev);
hotkey_pressed_value = true;
Script::GetProperty(prq, global, "state_before", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
hotkey_pressed_value = true;
Script::GetProperty(prq, global, "state_after", &js_hotkey_pressed_value);
Script::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
UnloadHotkeys();
}
void test_PageRegainedFocusEvent()
{
// Load up a test page.
const ScriptInterface& scriptInterface = *(g_GUI->GetScriptInterface());
ScriptRequest rq(scriptInterface);
JS::RootedValue val(rq.cx);
Script::CreateObject(rq, &val);
Script::StructuredClone data = Script::WriteStructuredClone(rq, JS::NullHandleValue);
g_GUI->PushPage(L"regainFocus/page_emptyPage.xml", data, JS::UndefinedHandleValue);
const ScriptInterface& pageScriptInterface = *(g_GUI->GetActiveGUI()->GetScriptInterface());
ScriptRequest prq(pageScriptInterface);
JS::RootedValue global(prq.cx, prq.globalValue());
g_GUI->PushPage(L"regainFocus/page_emptyPage.xml", data, JS::UndefinedHandleValue);
g_GUI->PopPage(data);
// This page instantly pushes an empty page with a callback that pops another page again.
g_GUI->PushPage(L"regainFocus/page_pushWithPopOnInit.xml", data, JS::UndefinedHandleValue);
// Pop the empty page and trigger the callback (effectively pops twice).
g_GUI->PopPage(data);
}
};