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forked from 0ad/0ad
0ad/source/gui/tests/test_GuiManager.h
wraitii 66fbc23f2c De-singletonify CConfigDB, make hooks RAII.
CConfigDB is no longer a singleton, and its members are no longer
static.
This makes it possible to have several instances of it, useful for
testing of if we ever want to have different config profiles.

Also updates hooks to delete themselves on destruction, to fit a more
natural RAII pattern. Long-lived objects must take care to destroy hooks
before ConfigDB is reset.

Differential Revision: https://code.wildfiregames.com/D3866
This was SVN commit r25326.
2021-04-27 07:45:40 +00:00

197 lines
7.1 KiB
C++
Executable File

/* Copyright (C) 2021 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 "ps/ConfigDB.h"
#include "ps/Filesystem.h"
#include "ps/GameSetup/GameSetup.h"
#include "ps/Hotkey.h"
#include "ps/XML/Xeromyces.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);
scriptInterface.CreateObject(rq, &val);
ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(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();
pageScriptInterface.GetProperty(global, "called1", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called2", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called3", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
pageScriptInterface.GetProperty(global, "called4", &js_called_value);
ScriptInterface::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();
pageScriptInterface.GetProperty(global, "called1", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 1);
pageScriptInterface.GetProperty(global, "called2", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 2);
pageScriptInterface.GetProperty(global, "called3", &js_called_value);
ScriptInterface::FromJSVal(prq, js_called_value, called_value);
TS_ASSERT_EQUALS(called_value, 0);
pageScriptInterface.GetProperty(global, "called4", &js_called_value);
ScriptInterface::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);
scriptInterface.CreateObject(rq, &val);
ScriptInterface::StructuredClone data = scriptInterface.WriteStructuredClone(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);
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::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;
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, true);
hotkey_pressed_value = false;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::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;
pageScriptInterface.GetProperty(global, "state_before", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
hotkey_pressed_value = true;
pageScriptInterface.GetProperty(global, "state_after", &js_hotkey_pressed_value);
ScriptInterface::FromJSVal(prq, js_hotkey_pressed_value, hotkey_pressed_value);
TS_ASSERT_EQUALS(hotkey_pressed_value, false);
UnloadHotkeys();
}
};