diff options
Diffstat (limited to 'vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp')
| -rw-r--r-- | vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp | 3960 |
1 files changed, 3960 insertions, 0 deletions
diff --git a/vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp b/vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp new file mode 100644 index 0000000..7493321 --- /dev/null +++ b/vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp @@ -0,0 +1,3960 @@ +// dear imgui +// (context when a running test + end user automation API) +// This is the main (if not only) interface that your Tests will be using. + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#define IMGUI_DEFINE_MATH_OPERATORS +#include "imgui_te_context.h" +#include "imgui.h" +#include "imgui_internal.h" +#include "imgui_te_engine.h" +#include "imgui_te_internal.h" +#include "imgui_te_perftool.h" +#include "imgui_te_utils.h" +#include "thirdparty/Str/Str.h" + +//------------------------------------------------------------------------- +// [SECTION] ImGuiTestRefDesc +//------------------------------------------------------------------------- + +ImGuiTestRefDesc::ImGuiTestRefDesc(const ImGuiTestRef& ref, const ImGuiTestItemInfo* item) +{ + if (ref.Path) + ImFormatString(Buf, IM_ARRAYSIZE(Buf), "'%s' > %08X", ref.Path, ref.ID); + else + ImFormatString(Buf, IM_ARRAYSIZE(Buf), "%08X > '%s'", ref.ID, item ? item->DebugLabel : "NULL"); +} + +//------------------------------------------------------------------------- +// [SECTION] ImGuiTestContextDepthScope +//------------------------------------------------------------------------- + +// Helper to increment/decrement the function depth (so our log entry can be padded accordingly) +#define IM_TOKENCONCAT_INTERNAL(x, y) x ## y +#define IM_TOKENCONCAT(x, y) IM_TOKENCONCAT_INTERNAL(x, y) +#define IMGUI_TEST_CONTEXT_REGISTER_DEPTH(_THIS) ImGuiTestContextDepthScope IM_TOKENCONCAT(depth_register, __LINE__)(_THIS) + +struct ImGuiTestContextDepthScope +{ + ImGuiTestContext* TestContext; + ImGuiTestContextDepthScope(ImGuiTestContext* ctx) { TestContext = ctx; TestContext->ActionDepth++; } + ~ImGuiTestContextDepthScope() { TestContext->ActionDepth--; } +}; + +//------------------------------------------------------------------------- +// [SECTION] Enum names helpers +//------------------------------------------------------------------------- + +inline const char* GetActionName(ImGuiTestAction action) +{ + switch (action) + { + case ImGuiTestAction_Unknown: return "Unknown"; + case ImGuiTestAction_Hover: return "Hover"; + case ImGuiTestAction_Click: return "Click"; + case ImGuiTestAction_DoubleClick: return "DoubleClick"; + case ImGuiTestAction_Check: return "Check"; + case ImGuiTestAction_Uncheck: return "Uncheck"; + case ImGuiTestAction_Open: return "Open"; + case ImGuiTestAction_Close: return "Close"; + case ImGuiTestAction_Input: return "Input"; + case ImGuiTestAction_NavActivate: return "NavActivate"; + case ImGuiTestAction_COUNT: + default: return "N/A"; + } +} + +inline const char* GetActionVerb(ImGuiTestAction action) +{ + switch (action) + { + case ImGuiTestAction_Unknown: return "Unknown"; + case ImGuiTestAction_Hover: return "Hovered"; + case ImGuiTestAction_Click: return "Clicked"; + case ImGuiTestAction_DoubleClick: return "DoubleClicked"; + case ImGuiTestAction_Check: return "Checked"; + case ImGuiTestAction_Uncheck: return "Unchecked"; + case ImGuiTestAction_Open: return "Opened"; + case ImGuiTestAction_Close: return "Closed"; + case ImGuiTestAction_Input: return "Input"; + case ImGuiTestAction_NavActivate: return "NavActivated"; + case ImGuiTestAction_COUNT: + default: return "N/A"; + } +} + + +//------------------------------------------------------------------------- +// [SECTION] ImGuiTestContext +// This is the interface that most tests will interact with. +//------------------------------------------------------------------------- + +void ImGuiTestContext::LogEx(ImGuiTestVerboseLevel level, ImGuiTestLogFlags flags, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LogExV(level, flags, fmt, args); + va_end(args); +} + +void ImGuiTestContext::LogExV(ImGuiTestVerboseLevel level, ImGuiTestLogFlags flags, const char* fmt, va_list args) +{ + ImGuiTestContext* ctx = this; + //ImGuiTest* test = ctx->Test; + + IM_ASSERT(level > ImGuiTestVerboseLevel_Silent && level < ImGuiTestVerboseLevel_COUNT); + + if (level == ImGuiTestVerboseLevel_Debug && ctx->ActionDepth > 1) + level = ImGuiTestVerboseLevel_Trace; + + // Log all messages that we may want to print in future. + if (EngineIO->ConfigVerboseLevelOnError < level) + return; + + ImGuiTestLog* log = &ctx->TestOutput->Log; + const int prev_size = log->Buffer.size(); + + //const char verbose_level_char = ImGuiTestEngine_GetVerboseLevelName(level)[0]; + //if (flags & ImGuiTestLogFlags_NoHeader) + // log->Buffer.appendf("[%c] ", verbose_level_char); + //else + // log->Buffer.appendf("[%c] [%04d] ", verbose_level_char, ctx->FrameCount); + if ((flags & ImGuiTestLogFlags_NoHeader) == 0) + log->Buffer.appendf("[%04d] ", ctx->FrameCount); + + if (level >= ImGuiTestVerboseLevel_Debug) + log->Buffer.appendf("-- %*s", ImMax(0, (ctx->ActionDepth - 1) * 2), ""); + log->Buffer.appendfv(fmt, args); + log->Buffer.append("\n"); + + log->UpdateLineOffsets(EngineIO, level, log->Buffer.begin() + prev_size); + LogToTTY(level, log->Buffer.c_str() + prev_size); + LogToDebugger(level, log->Buffer.c_str() + prev_size); +} + +void ImGuiTestContext::LogDebug(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LogExV(ImGuiTestVerboseLevel_Debug, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +void ImGuiTestContext::LogInfo(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LogExV(ImGuiTestVerboseLevel_Info, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +void ImGuiTestContext::LogWarning(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LogExV(ImGuiTestVerboseLevel_Warning, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +void ImGuiTestContext::LogError(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + LogExV(ImGuiTestVerboseLevel_Error, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +void ImGuiTestContext::LogToTTY(ImGuiTestVerboseLevel level, const char* message, const char* message_end) +{ + IM_ASSERT(level > ImGuiTestVerboseLevel_Silent && level < ImGuiTestVerboseLevel_COUNT); + + if (!EngineIO->ConfigLogToTTY) + return; + + ImGuiTestContext* ctx = this; + ImGuiTestOutput* test_output = ctx->TestOutput; + ImGuiTestLog* log = &test_output->Log; + + if (test_output->Status == ImGuiTestStatus_Error) + { + // Current test failed. + if (!CachedLinesPrintedToTTY) + { + // Print all previous logged messages first + // FIXME: Can't use ExtractLinesAboveVerboseLevel() because we want to keep error level... + CachedLinesPrintedToTTY = true; + for (int i = 0; i < log->LineInfo.Size; i++) + { + ImGuiTestLogLineInfo& line_info = log->LineInfo[i]; + if (line_info.Level > EngineIO->ConfigVerboseLevelOnError) + continue; + char* line_begin = log->Buffer.Buf.Data + line_info.LineOffset; + char* line_end = strchr(line_begin, '\n'); + LogToTTY(line_info.Level, line_begin, line_end + 1); + } + // We already printed current line as well, so return now. + return; + } + // Otherwise print only current message. If we are executing here log level already is within range of + // ConfigVerboseLevelOnError setting. + } + else if (EngineIO->ConfigVerboseLevel < level) + { + // Skip printing messages of lower level than configured. + return; + } + + switch (level) + { + case ImGuiTestVerboseLevel_Warning: + ImOsConsoleSetTextColor(ImOsConsoleStream_StandardOutput, ImOsConsoleTextColor_BrightYellow); + break; + case ImGuiTestVerboseLevel_Error: + ImOsConsoleSetTextColor(ImOsConsoleStream_StandardOutput, ImOsConsoleTextColor_BrightRed); + break; + default: + ImOsConsoleSetTextColor(ImOsConsoleStream_StandardOutput, ImOsConsoleTextColor_White); + break; + } + if (message_end) + fprintf(stdout, "%.*s", (int)(message_end - message), message); + else + fprintf(stdout, "%s", message); + ImOsConsoleSetTextColor(ImOsConsoleStream_StandardOutput, ImOsConsoleTextColor_White); + fflush(stdout); +} + +void ImGuiTestContext::LogToDebugger(ImGuiTestVerboseLevel level, const char* message) +{ + IM_ASSERT(level > ImGuiTestVerboseLevel_Silent && level < ImGuiTestVerboseLevel_COUNT); + + if (!EngineIO->ConfigLogToDebugger) + return; + + if (EngineIO->ConfigVerboseLevel < level) + return; + + switch (level) + { + default: + break; + case ImGuiTestVerboseLevel_Error: + ImOsOutputDebugString("[error] "); + break; + case ImGuiTestVerboseLevel_Warning: + ImOsOutputDebugString("[warn.] "); + break; + case ImGuiTestVerboseLevel_Info: + ImOsOutputDebugString("[info ] "); + break; + case ImGuiTestVerboseLevel_Debug: + ImOsOutputDebugString("[debug] "); + break; + case ImGuiTestVerboseLevel_Trace: + ImOsOutputDebugString("[trace] "); + break; + } + + ImOsOutputDebugString(message); +} + +void ImGuiTestContext::LogBasicUiState() +{ + ImGuiID item_hovered_id = UiContext->HoveredIdPreviousFrame; + ImGuiID item_active_id = UiContext->ActiveId; + ImGuiTestItemInfo* item_hovered_info = item_hovered_id ? ImGuiTestEngine_FindItemInfo(Engine, item_hovered_id, "") : NULL; + ImGuiTestItemInfo* item_active_info = item_active_id ? ImGuiTestEngine_FindItemInfo(Engine, item_active_id, "") : NULL; + LogDebug("Hovered: 0x%08X (\"%s\"), Active: 0x%08X(\"%s\")", + item_hovered_id, item_hovered_info->ID != 0 ? item_hovered_info->DebugLabel : "", + item_active_id, item_active_info->ID != 0 ? item_active_info->DebugLabel : ""); +} + +void ImGuiTestContext::LogItemList(ImGuiTestItemList* items) +{ + for (const ImGuiTestItemInfo& info : *items) + LogDebug("- 0x%08X: depth %d: '%s' in window '%s'\n", info.ID, info.Depth, info.DebugLabel, info.Window->Name); +} + +void ImGuiTestContext::Finish(ImGuiTestStatus status) +{ + if (ActiveFunc == ImGuiTestActiveFunc_GuiFunc) + { + IM_ASSERT(status == ImGuiTestStatus_Success || status == ImGuiTestStatus_Unknown); + if (RunFlags & ImGuiTestRunFlags_GuiFuncOnly) + return; + if (TestOutput->Status == ImGuiTestStatus_Running) + TestOutput->Status = status; + } + else if (ActiveFunc == ImGuiTestActiveFunc_TestFunc) + { + IM_ASSERT(status == ImGuiTestStatus_Unknown); // To set Success from a TestFunc() you can 'return' from it. + if (TestOutput->Status == ImGuiTestStatus_Running) + TestOutput->Status = status; + } +} + +static void LogWarningFunc(void* user_data, const char* fmt, ...) +{ + ImGuiTestContext* ctx = (ImGuiTestContext*)user_data; + va_list args; + va_start(args, fmt); + ctx->LogExV(ImGuiTestVerboseLevel_Warning, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +static void LogNotAsWarningFunc(void* user_data, const char* fmt, ...) +{ + ImGuiTestContext* ctx = (ImGuiTestContext*)user_data; + va_list args; + va_start(args, fmt); + ctx->LogExV(ImGuiTestVerboseLevel_Debug, ImGuiTestLogFlags_None, fmt, args); + va_end(args); +} + +void ImGuiTestContext::RecoverFromUiContextErrors() +{ + IM_ASSERT(Test != NULL); + + // If we are _already_ in a test error state, recovering is normal so we'll hide the log. + const bool verbose = (TestOutput->Status != ImGuiTestStatus_Error) || (EngineIO->ConfigVerboseLevel >= ImGuiTestVerboseLevel_Debug); + if (verbose && (Test->Flags & ImGuiTestFlags_NoRecoveryWarnings) == 0) + ImGui::ErrorCheckEndFrameRecover(LogWarningFunc, this); + else + ImGui::ErrorCheckEndFrameRecover(LogNotAsWarningFunc, this); +} + +void ImGuiTestContext::Yield(int count) +{ + IM_ASSERT(count > 0); + while (count > 0) + { + ImGuiTestEngine_Yield(Engine); + count--; + } +} + +void ImGuiTestContext::YieldUntil(int frame_count) +{ + while (FrameCount < frame_count) + ImGuiTestEngine_Yield(Engine); +} + +// Supported values for ImGuiTestRunFlags: +// - ImGuiTestRunFlags_NoError: if child test fails, return false and do not mark parent test as failed. +// - ImGuiTestRunFlags_ShareVars: share generic vars and custom vars between child and parent tests. +// - ImGuiTestRunFlags_ShareTestContext +ImGuiTestStatus ImGuiTestContext::RunChildTest(const char* child_test_name, ImGuiTestRunFlags run_flags) +{ + if (IsError()) + return ImGuiTestStatus_Error; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("RunChildTest %s", child_test_name); + + ImGuiTest* child_test = ImGuiTestEngine_FindTestByName(Engine, NULL, child_test_name); + IM_CHECK_SILENT_RETV(child_test != NULL, ImGuiTestStatus_Error); + IM_CHECK_SILENT_RETV(child_test != Test, ImGuiTestStatus_Error); // Can't recursively run same test. + + ImGuiTestStatus parent_status = TestOutput->Status; + TestOutput->Status = ImGuiTestStatus_Running; + ImGuiTestEngine_RunTest(Engine, this, child_test, run_flags); + ImGuiTestStatus child_status = TestOutput->Status; + + // Restore parent status + TestOutput->Status = parent_status; + if (child_status == ImGuiTestStatus_Error && (run_flags & ImGuiTestRunFlags_NoError) == 0) + TestOutput->Status = ImGuiTestStatus_Error; + + // Return child status + LogWarning("(returning to parent test)"); + return child_status; +} + +// Return true to request aborting TestFunc +// Called via IM_SUSPEND_TESTFUNC() +bool ImGuiTestContext::SuspendTestFunc(const char* file, int line) +{ + if (IsError()) + return false; + + file = ImPathFindFilename(file); + if (file != NULL) + LogError("SuspendTestFunc() at %s:%d", file, line); + else + LogError("SuspendTestFunc()"); + + // Save relevant state. + // FIXME-TESTS: Saving/restoring window z-order could be desirable. + ImVec2 mouse_pos = Inputs->MousePosValue; + ImGuiTestRunFlags run_flags = RunFlags; +#if IMGUI_VERSION_NUM >= 18992 + ImGui::TeleportMousePos(mouse_pos); +#endif + + RunFlags |= ImGuiTestRunFlags_GuiFuncOnly; + TestOutput->Status = ImGuiTestStatus_Suspended; + while (TestOutput->Status == ImGuiTestStatus_Suspended && !Abort) + Yield(); + TestOutput->Status = ImGuiTestStatus_Running; + + // Restore relevant state. + RunFlags = run_flags; + Inputs->MousePosValue = mouse_pos; + + // Terminate TestFunc on abort, continue otherwise. + return Abort; +} + +// Sleep a given amount of time (unless running in Fast mode: there it will Yield once) +void ImGuiTestContext::Sleep(float time) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Fast) + { + LogEx(ImGuiTestVerboseLevel_Trace, ImGuiTestLogFlags_None, "Sleep(%.2f) -> Yield() in fast mode", time); + //ImGuiTestEngine_AddExtraTime(Engine, time); // We could add time, for now we have no use for it... + ImGuiTestEngine_Yield(Engine); + } + else + { + LogEx(ImGuiTestVerboseLevel_Trace, ImGuiTestLogFlags_None, "Sleep(%.2f)", time); + while (time > 0.0f && !Abort) + { + ImGuiTestEngine_Yield(Engine); + time -= UiContext->IO.DeltaTime; + } + } +} + +// This is useful when you need to wait a certain amount of time (even in Fast mode) +// Sleep for a given clock time from the point of view of the Dear ImGui context, without affecting wall clock time of the running application. +// FIXME: This makes sense for apps only relying on io.DeltaTime. +void ImGuiTestContext::SleepNoSkip(float time, float framestep_in_second) +{ + if (IsError()) + return; + + while (time > 0.0f && !Abort) + { + ImGuiTestEngine_SetDeltaTime(Engine, framestep_in_second); + ImGuiTestEngine_Yield(Engine); + time -= UiContext->IO.DeltaTime; + } +} + +void ImGuiTestContext::SleepShort() +{ + if (EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast) + Sleep(EngineIO->ActionDelayShort); +} + +void ImGuiTestContext::SleepStandard() +{ + if (EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast) + Sleep(EngineIO->ActionDelayStandard); +} + +void ImGuiTestContext::SetInputMode(ImGuiInputSource input_mode) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("SetInputMode %d", input_mode); + + IM_ASSERT(input_mode == ImGuiInputSource_Mouse || input_mode == ImGuiInputSource_Keyboard || input_mode == ImGuiInputSource_Gamepad); + InputMode = input_mode; + + if (InputMode == ImGuiInputSource_Keyboard || InputMode == ImGuiInputSource_Gamepad) + { + UiContext->NavDisableHighlight = false; + UiContext->NavDisableMouseHover = true; + } + else + { + UiContext->NavDisableHighlight = true; + UiContext->NavDisableMouseHover = false; + } +} + +void ImGuiTestContext::SetRef(ImGuiWindow* window) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + IM_CHECK_SILENT(window != NULL); + LogDebug("SetRef '%s' %08X", window->Name, window->ID); + + // We grab the ID directly and avoid ImHashDecoratedPath so "/" in window names are not ignored. + size_t len = strlen(window->Name); + IM_ASSERT(len < IM_ARRAYSIZE(RefStr) - 1); + strcpy(RefStr, window->Name); + RefID = RefWindowID = window->ID; + + MouseSetViewport(window); + + // Automatically uncollapse by default + if (!(OpFlags & ImGuiTestOpFlags_NoAutoUncollapse)) + WindowCollapse(window->ID, false); +} + +// SetRef() ok in GUI Func ONLY if pointer to a pointer. +// FIXME-TESTS: May be good to focus window when docked? Otherwise locate request won't even see an item? +void ImGuiTestContext::SetRef(ImGuiTestRef ref) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + if (ActiveFunc == ImGuiTestActiveFunc_TestFunc) + LogDebug("SetRef '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + if (ref.Path) + { + size_t len = strlen(ref.Path); + IM_ASSERT(len < IM_ARRAYSIZE(RefStr) - 1); + + strcpy(RefStr, ref.Path); + RefID = GetID(ref.Path, ImGuiTestRef()); + } + else + { + RefStr[0] = 0; + RefID = ref.ID; + } + RefWindowID = 0; + + // Try to infer window + // (1) Try first element of ref path, it is most likely a window name and item lookup won't be necessary. + ImGuiWindow* window = GetWindowByRef(""); + if (window == NULL && ref.Path != NULL) + { + const char* name_begin = ref.Path; + while (*name_begin == '/') name_begin++; + const char* name_end = name_begin - 1; + do + { + name_end = strchr(name_end + 1, '/'); + } while (name_end != NULL && name_end > name_begin && name_end[-1] == '\\'); + window = GetWindowByRef(ImHashDecoratedPath(name_begin, name_end)); + } + + if (ActiveFunc == ImGuiTestActiveFunc_GuiFunc) + return; + + // (2) Ref was specified as an ID and points to an item therefore item lookup is unavoidable. + // FIXME: Maybe display something in log when that happens? + if (window == NULL) + if (ImGuiTestItemInfo* item_info = ItemInfo(RefID, ImGuiTestOpFlags_NoError)) + if (item_info->ID != 0) + window = item_info->Window; + + if (window) + { + RefWindowID = window->ID; + MouseSetViewport(window); + } + + // Automatically uncollapse by default + if (window && !(OpFlags & ImGuiTestOpFlags_NoAutoUncollapse)) + WindowCollapse(window->ID, false); +} + +ImGuiTestRef ImGuiTestContext::GetRef() +{ + return RefID; +} + +// Turn ref into a root ref unless ref is empty +// FIXME: This seems inconsistent? Clarify? +ImGuiWindow* ImGuiTestContext::GetWindowByRef(ImGuiTestRef ref) +{ + ImGuiID window_id = ref.IsEmpty() ? GetID(ref) : GetID(ref, "//"); + ImGuiWindow* window = ImGui::FindWindowByID(window_id); + return window; +} + +ImGuiID ImGuiTestContext::GetID(ImGuiTestRef ref) +{ + if (ref.ID) + return ref.ID; + + return GetID(ref, RefID); +} + +// Refer to Wiki to read details +// https://github.com/ocornut/imgui_test_engine/wiki/Named-References +// - Meaning of leading "//" ................. "//rootnode" : ignore SetRef +// - Meaning of leading "//$FOCUSED" ......... "//$FOCUSED/node" : "node" in currently focused window +// - Meaning of leading "/" .................. "/node" : move to root of window pointed by SetRef() when SetRef() uses a path +// - Meaning of $$xxxx literal encoding ...... "list/$$1" : hash of "list" + hash if (int)1, equivalent of PushID("hello"); PushID(1); +//// - Meaning of leading "../" .............. "../node" : move back 1 level from SetRef path() when SetRef() uses a path // Unimplemented +// FIXME: "//$FOCUSED/.." is currently not usable. +ImGuiID ImGuiTestContext::GetID(ImGuiTestRef ref, ImGuiTestRef seed_ref) +{ + ImGuiContext& g = *UiContext; + + if (ref.ID) + return ref.ID; // FIXME: What if seed_ref != 0 + + // Handle special $FOCUSED variable. + // (Note that we don't and can't really support a "$HOVERED" equivalent for the hovered window. + // Why? Because it is extremely fragile to use: with late translation of variable held in string, + // it is extremely common that the "expected" hovered window at the time of passing the string has + // changed in later uses of the same reference.) + // You can however easily use: + // SetRef(g.HoveredWindow->ID); + const char* FOCUSED_PREFIX = "//$FOCUSED"; + const size_t FOCUSED_PREFIX_LEN = 10; + + const char* path = ref.Path ? ref.Path : ""; + if (strncmp(path, FOCUSED_PREFIX, FOCUSED_PREFIX_LEN) == 0) + if (path[FOCUSED_PREFIX_LEN] == '/' || path[FOCUSED_PREFIX_LEN] == 0) + { + path += FOCUSED_PREFIX_LEN; + if (path[0] == '/') + path++; + if (g.NavWindow) + seed_ref = g.NavWindow->ID; + else + LogError("\"//$FOCUSED\" was used with no focused window!"); + } + + if (path[0] == '/') + { + path++; + if (path[0] == '/') + { + // "//" : Double-slash prefix resets ID seed to 0. + seed_ref = ImGuiTestRef(); + } + else + { + // "/" : Single-slash prefix sets seed to the "current window", which a parent window containing an item with RefID id. + if (ActiveFunc == ImGuiTestActiveFunc_GuiFunc) + seed_ref = ImGuiTestRef(g.CurrentWindow->ID); + else + seed_ref = RefWindowID; + } + } + + return ImHashDecoratedPath(path, NULL, seed_ref.Path ? GetID(seed_ref) : seed_ref.ID); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +ImGuiID ImGuiTestContext::GetIDByInt(int n) +{ + return ImHashData(&n, sizeof(n), GetID(RefID)); +} + +ImGuiID ImGuiTestContext::GetIDByInt(int n, ImGuiTestRef seed_ref) +{ + return ImHashData(&n, sizeof(n), GetID(seed_ref)); +} + +ImGuiID ImGuiTestContext::GetIDByPtr(void* p) +{ + return ImHashData(&p, sizeof(p), GetID(RefID)); +} + +ImGuiID ImGuiTestContext::GetIDByPtr(void* p, ImGuiTestRef seed_ref) +{ + return ImHashData(&p, sizeof(p), GetID(seed_ref)); +} +#endif + +ImVec2 ImGuiTestContext::GetMainMonitorWorkPos() +{ +#ifdef IMGUI_HAS_VIEWPORT + if (UiContext->IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ImGui::GetMainViewport()); + return monitor->WorkPos; + } +#endif + return ImGui::GetMainViewport()->WorkPos; +} + +ImVec2 ImGuiTestContext::GetMainMonitorWorkSize() +{ +#ifdef IMGUI_HAS_VIEWPORT + if (UiContext->IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ImGui::GetMainViewport()); + return monitor->WorkSize; + } +#endif + return ImGui::GetMainViewport()->WorkSize; +} + +static bool ImGuiTestContext_CanCaptureScreenshot(ImGuiTestContext* ctx) +{ + ImGuiTestEngineIO* io = ctx->EngineIO; + return io->ConfigCaptureEnabled; +} + +static bool ImGuiTestContext_CanCaptureVideo(ImGuiTestContext* ctx) +{ + ImGuiTestEngineIO* io = ctx->EngineIO; + return io->ConfigCaptureEnabled && ImFileExist(io->VideoCaptureEncoderPath); +} + +bool ImGuiTestContext::CaptureAddWindow(ImGuiTestRef ref) +{ + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT_RETV(window != NULL, false); + CaptureArgs->InCaptureWindows.push_back(window); + return true; +} + +static void CaptureInitAutoFilename(ImGuiTestContext* ctx, const char* ext) +{ + IM_ASSERT(ext != NULL && ext[0] == '.'); + + if (ctx->CaptureArgs->InOutputFile[0] == 0) + ctx->CaptureSetExtension(ext); // Reset extension of specified filename or auto-generate a new filename. +} + +bool ImGuiTestContext::CaptureScreenshot(int capture_flags) +{ + if (IsError()) + return false; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogInfo("CaptureScreenshot()"); + ImGuiCaptureArgs* args = CaptureArgs; + args->InFlags = capture_flags; + + // Auto filename + CaptureInitAutoFilename(this, ".png"); + +#if IMGUI_TEST_ENGINE_ENABLE_CAPTURE + // Way capture tool is implemented doesn't prevent ClampWindowPos() from running, + // so we disable that feature at the moment. (imgui_test_engine/#33) + ImGuiIO& io = ImGui::GetIO(); + bool backup_io_config_move_window_from_title_bar_only = io.ConfigWindowsMoveFromTitleBarOnly; + if (capture_flags & ImGuiCaptureFlags_StitchAll) + io.ConfigWindowsMoveFromTitleBarOnly = false; + + bool can_capture = ImGuiTestContext_CanCaptureScreenshot(this); + if (!can_capture) + args->InFlags |= ImGuiCaptureFlags_NoSave; + + bool ret = ImGuiTestEngine_CaptureScreenshot(Engine, args); + if (can_capture) + LogInfo("Saved '%s' (%d*%d pixels)", args->InOutputFile, (int)args->OutImageSize.x, (int)args->OutImageSize.y); + else + LogWarning("Skipped saving '%s' (%d*%d pixels) (enable in 'Misc->Options')", args->InOutputFile, (int)args->OutImageSize.x, (int)args->OutImageSize.y); + + if (capture_flags & ImGuiCaptureFlags_StitchAll) + io.ConfigWindowsMoveFromTitleBarOnly = backup_io_config_move_window_from_title_bar_only; + + return ret; +#else + IM_UNUSED(args); + LogWarning("Skipped capturing screenshot: capture disabled by IMGUI_TEST_ENGINE_ENABLE_CAPTURE=0."); + return false; +#endif +} + +void ImGuiTestContext::CaptureReset() +{ + *CaptureArgs = ImGuiCaptureArgs(); +} + +// FIXME-TESTS: Add ImGuiCaptureFlags_NoHideOtherWindows +void ImGuiTestContext::CaptureScreenshotWindow(ImGuiTestRef ref, int capture_flags) +{ + CaptureReset(); + CaptureAddWindow(ref); + CaptureScreenshot(capture_flags); +} + +void ImGuiTestContext::CaptureSetExtension(const char* ext) +{ + IM_ASSERT(ext && ext[0] == '.'); + ImGuiCaptureArgs* args = CaptureArgs; + if (args->InOutputFile[0] == 0) + { + ImFormatString(args->InOutputFile, IM_ARRAYSIZE(args->InOutputFile), "output/captures/%s_%04d%s", Test->Name, CaptureCounter, ext); + CaptureCounter++; + } + else + { + char* filename_ext = (char*)ImPathFindExtension(args->InOutputFile); + ImStrncpy(filename_ext, ext, (size_t)(filename_ext - args->InOutputFile)); + } +} + +bool ImGuiTestContext::CaptureBeginVideo() +{ + if (IsError()) + return false; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogInfo("CaptureBeginVideo()"); + ImGuiCaptureArgs* args = CaptureArgs; + + // Auto filename + CaptureInitAutoFilename(this, EngineIO->VideoCaptureExtension); + +#if IMGUI_TEST_ENGINE_ENABLE_CAPTURE + bool can_capture = ImGuiTestContext_CanCaptureVideo(this); + if (!can_capture) + args->InFlags |= ImGuiCaptureFlags_NoSave; + return ImGuiTestEngine_CaptureBeginVideo(Engine, args); +#else + IM_UNUSED(args); + LogWarning("Skipped recording GIF: capture disabled by IMGUI_TEST_ENGINE_ENABLE_CAPTURE."); + return false; +#endif +} + +bool ImGuiTestContext::CaptureEndVideo() +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogInfo("CaptureEndVideo()"); + ImGuiCaptureArgs* args = CaptureArgs; + + bool ret = Engine->CaptureContext.IsCapturingVideo() && ImGuiTestEngine_CaptureEndVideo(Engine, args); + if (!ret) + return false; + + // In-progress capture was canceled by user. Delete incomplete file. + if (IsError()) + { + //ImFileDelete(args->OutSavedFileName); + return false; + } + bool can_capture = ImGuiTestContext_CanCaptureVideo(this); + if (can_capture) + { + LogInfo("Saved '%s' (%d*%d pixels)", args->InOutputFile, (int)args->OutImageSize.x, (int)args->OutImageSize.y); + } + else + { + if (!EngineIO->ConfigCaptureEnabled) + LogWarning("Skipped saving '%s' video because: io.ConfigCaptureEnabled == false (enable in Misc->Options)", args->InOutputFile); + else + LogWarning("Skipped saving '%s' video because: Video Encoder not found.", args->InOutputFile); + } + + return ret; +} + +// Handle wildcard search on the TestFunc side. +// Results will be resolved on the Gui side via the following call-chain: +// IMGUI_TEST_ENGINE_ITEM_INFO() -> ImGuiTestEngineHook_ItemInfo() -> ImGuiTestEngineHook_ItemInfo_ResolveFindByLabel() +ImGuiID ImGuiTestContext::ItemInfoHandleWildcardSearch(const char* wildcard_prefix_start, const char* wildcard_prefix_end, const char* wildcard_suffix_start) +{ + LogDebug("Wildcard matching.."); + + // Wildcard matching + // Note that task->InPrefixId may be 0 as well (= we don't know the window) + ImGuiTestFindByLabelTask* task = &Engine->FindByLabelTask; + if (wildcard_prefix_start < wildcard_prefix_end) + task->InPrefixId = ImHashDecoratedPath(wildcard_prefix_start, wildcard_prefix_end, RefID); + else + task->InPrefixId = RefID; + task->OutItemId = 0; + + // Advance pointer to point it to the last label + task->InSuffix = task->InSuffixLastItem = wildcard_suffix_start; + for (const char* c = task->InSuffix; *c; c++) + if (*c == '/') + task->InSuffixLastItem = c + 1; + task->InSuffixLastItemHash = ImHashStr(task->InSuffixLastItem, 0, 0); + + // Count number of labels + task->InSuffixDepth = 1; + for (const char* c = wildcard_suffix_start; *c; c++) + if (*c == '/') + task->InSuffixDepth++; + + int retries = 0; + while (retries < 2 && task->OutItemId == 0) + { + ImGuiTestEngine_Yield(Engine); + retries++; + } + + // Wildcard matching requires item to be visible, because clipped items are unaware of their labels. Try panning through entire window, searching for target item. + // (Scrollbar position restoration in theory may be desirable, however it interferes with typical use of found item) + // FIXME-TESTS: This doesn't recurse properly into each child.. + // FIXME: Down the line if we refactor ItemAdd() return value to distinguish render-clipping vs logic-clipping etc, we should instead temporarily enable a "no clip" + // mode without the need for scrolling. + if (task->OutItemId == 0) + { + ImGuiTestItemInfo* base_item = ItemInfo(task->InPrefixId, ImGuiTestOpFlags_NoError); + ImGuiWindow* window = (base_item->ID != 0) ? base_item->Window : GetWindowByRef(task->InPrefixId); + if (window) + { + ImVec2 rect_size = window->InnerRect.GetSize(); + for (float scroll_x = 0.0f; task->OutItemId == 0; scroll_x += rect_size.x) + { + for (float scroll_y = 0.0f; task->OutItemId == 0; scroll_y += rect_size.y) + { + window->Scroll.x = scroll_x; + window->Scroll.y = scroll_y; + + retries = 0; + while (retries < 2 && task->OutItemId == 0) + { + ImGuiTestEngine_Yield(Engine); + retries++; + } + if (window->Scroll.y >= window->ScrollMax.y) + break; + } + if (window->Scroll.x >= window->ScrollMax.x) + break; + } + } + } + ImGuiID full_id = task->OutItemId; + + // FIXME: InFilterItemStatusFlags is intentionally not cleared here, because it is set in ItemAction() and reused in later calls to ItemInfo() to resolve ambiguities. + task->InPrefixId = 0; + task->InSuffix = task->InSuffixLastItem = NULL; + task->InSuffixLastItemHash = 0; + task->InSuffixDepth = 0; + task->OutItemId = 0; // -V1048 // Variable 'OutItemId' was assigned the same value. False-positive, because value of OutItemId could be modified from other thread during ImGuiTestEngine_Yield() call. + + return full_id; +} + +// Return an empty instance so ItemInfo() never returns a NULL pointer by default (unless requested) +ImGuiTestItemInfo* ImGuiTestContext::ItemInfoNull() +{ + DummyItemInfoNull = ImGuiTestItemInfo(); + return &DummyItemInfoNull; +} + +static void ItemInfoErrorLog(ImGuiTestContext* ctx, ImGuiTestRef ref, ImGuiID full_id, ImGuiTestOpFlags flags) +{ + if (flags & ImGuiTestOpFlags_NoError) + return; + + // Prefixing the string with / ignore the reference/current ID + Str256 msg; + if (ref.Path && ref.Path[0] == '/' && ctx->RefStr[0] != 0) + msg.setf("Unable to locate item: '%s'", ref.Path); + else if (ref.Path && full_id != 0) + msg.setf("Unable to locate item: '%s/%s' (0x%08X)", ctx->RefStr, ref.Path, full_id); + else if (ref.Path) + msg.setf("Unable to locate item: '%s/%s'", ctx->RefStr, ref.Path); + else + msg.setf("Unable to locate item: 0x%08X", ref.ID); + + //if (flags & ImGuiTestOpFlags_NoError) + // ctx->LogInfo("Ignored: %s", msg.c_str()); // FIXME + //else + IM_ERRORF_NOHDR("%s", msg.c_str()); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoError +ImGuiTestItemInfo* ImGuiTestContext::ItemInfo(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + if (IsError()) + return ItemInfoNull(); + + ImGuiID full_id = 0; + + if (const char* p = ref.Path ? strstr(ref.Path, "**/") : NULL) + { + // Wildcard matching + // FIXME-TESTS: Need to verify that this is not inhibited by a \, so \**/ should not pass, but \\**/ should :) + // We could add a simple helpers that would iterate the strings, handling inhibitors, and let you check if a given characters is inhibited or not. + const char* wildcard_prefix_start = ref.Path; + const char* wildcard_prefix_end = p; + const char* wildcard_suffix_start = wildcard_prefix_end + 3; + full_id = ItemInfoHandleWildcardSearch(wildcard_prefix_start, wildcard_prefix_end, wildcard_suffix_start); + } + else + { + // Regular matching + full_id = GetID(ref); + } + + // If ui_ctx->TestEngineHooksEnabled is not already on (first ItemInfo() task in a while) we'll probably need an extra frame to warmup + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestItemInfo* item = NULL; + int retries = 0; + int max_retries = 2; + int extra_retries_for_appearing = 0; + while (full_id && retries < max_retries) + { + item = ImGuiTestEngine_FindItemInfo(Engine, full_id, ref.Path); + + // While a window is appearing it is likely to be resizing and items moving. Wait an extra frame for things to settle. (FIXME: Could use another source e.g. Hidden? AutoFitFramesX?) + if (item && item->Window && item->Window->Appearing && extra_retries_for_appearing == 0) + { + item = NULL; + max_retries++; + extra_retries_for_appearing++; + } + + if (item) + return item; + ImGuiTestEngine_Yield(Engine); + retries++; + } + + ItemInfoErrorLog(this, ref, full_id, flags); + + return ItemInfoNull(); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoError +ImGuiTestItemInfo* ImGuiTestContext::ItemInfoOpenFullPath(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + // First query + bool can_open_full_path = (ref.Path != NULL); + ImGuiTestItemInfo* item = ItemInfo(ref, (can_open_full_path ? ImGuiTestOpFlags_NoError : ImGuiTestOpFlags_None) | (flags & ImGuiTestOpFlags_NoError)); + if (item->ID != 0) + return item; + if (!can_open_full_path) + return ItemInfoNull(); + + // Tries to auto open intermediaries leading to final path. + // Note that openables cannot be part of the **/ (else it means we would have to open everything). + // - Openables can be before the wildcard "Node2/Node3/**/Button" + // - Openables can be after the wildcard "**/Node2/Node3/Lv4/Button" + int opened_parents = 0; + for (const char* parent_end = strstr(ref.Path, "/"); parent_end != NULL; parent_end = strstr(parent_end + 1, "/")) + { + // Skip "**/* sections + if (strncmp(ref.Path, "**/", parent_end - ref.Path) == 0) + continue; + + Str128 parent_id; + parent_id.set(ref.Path, parent_end); + ImGuiTestItemInfo* parent_item = ItemInfo(parent_id.c_str(), ImGuiTestOpFlags_NoError); + if (parent_item->ID != 0) + { +#ifdef IMGUI_HAS_DOCK + ImGuiWindow* parent_window = parent_item->Window; +#endif + if ((parent_item->StatusFlags & ImGuiItemStatusFlags_Openable) != 0 && (parent_item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) + { + // Open intermediary item + if ((parent_item->InFlags & ImGuiItemFlags_Disabled) == 0) // FIXME: Report disabled state in log? + { + ItemAction(ImGuiTestAction_Open, parent_item->ID, ImGuiTestOpFlags_NoAutoOpenFullPath); + opened_parents++; + } + } +#ifdef IMGUI_HAS_DOCK + else if (parent_window->ID == parent_item->ID && parent_window->DockIsActive && parent_window->DockTabIsVisible == false) + { + // Make tab visible + ItemClick(parent_item->ID); + opened_parents++; + } +#endif + } + } + if (opened_parents > 0) + item = ItemInfo(ref, (flags & ImGuiTestOpFlags_NoError)); + + if (item->ID == 0) + ItemInfoErrorLog(this, ref, 0, flags); + + return item; +} + +// Find a window given a path or an ID. +// In the case of when a path is passed, this handle finding child windows as well. +// e.g. +// ctx->WindowInfo("//Test Window"); // OK +// ctx->WindowInfo("//Test Window/Child/SubChild"); // OK +// ctx->WindowInfo("//$FOCUSED/Child"); // OK +// ctx->SetRef("Test Window); ctx->WindowInfo("Child"); // OK +// ctx->WindowInfo(GetID("//Test Window")); // OK (find by raw ID without a path) +// ctx->WindowInfo(GetID("//Test Window/Child/SubChild)); // *INCORRECT* GetID() doesn't unmangle child names. +// ctx->WindowInfo("//Test Window/Button"); // *INCORRECT* Only finds windows, not items. +// Return: +// - Return pointer is always valid. +// - Valid fields are: +// - item->ID : window ID (may be == 0, if the window doesn't exist) +// - item->Window : window pointer (may be == NULL, if the window doesn't exist) +// - Other fields correspond to the title-bar/tab item of a window, so likely not what you want (same as using IsItemXXX after Begin) +// - If you want other fields simply get them via the window-> pointer. +// - Likely you may want to feed the return value into SetRef(): e.g. 'ctx->SetRef(item->ID)' or 'ctx->SetRef(WindowInfo("//Window/Child")->ID);' +// Todos: +// - FIXME: Missing support for wildcards. +ImGuiTestItemInfo* ImGuiTestContext::WindowInfo(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + if (IsError()) + return ItemInfoNull(); + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestVerboseLevel log_level = (flags & ImGuiTestOpFlags_NoError) ? ImGuiTestVerboseLevel_Info : ImGuiTestVerboseLevel_Error; + + // Query by ID (not very useful but supported) + if (ref.ID != 0) + { + LogDebug("WindowInfo: by id: %08X", ref.ID); + IM_ASSERT(ref.Path == NULL); + ImGuiWindow* window = GetWindowByRef(ref); + if (window == NULL) + { + LogEx(log_level, 0, "WindowInfo: error: cannot find window by ID!"); // FIXME: What if we want to query a not-yet-existing window by ID? + return ItemInfoNull(); + } + return ItemInfo(window->ID); + } + + // Query by Path: this is where the meat of our work is. + LogDebug("WindowInfo: by path: '%s'", ref.Path ? ref.Path : "NULL"); + ImGuiWindow* window = NULL; + ImGuiID window_idstack_back = 0; + const char* current = ref.Path; + while (*current || window == NULL) + { + // Handle SetRef(), if any (this will also handle "//$FOCUSED" syntax) + Str128 part_name; + if (window == NULL && RefID != 0 && strncmp(ref.Path, "//", 2) != 0) + { + window = GetWindowByRef(""); + window_idstack_back = window ? window->ID : 0; + } + else + { + // Find next part of the path + create a zero-terminated copy for convenience + const char* part_start = current; + const char* part_end = ImFindNextDecoratedPartInPath(current); + if (part_end == NULL) + { + current = part_end = part_start + strlen(part_start); + } + else if (part_end > part_start) + { + current = part_end; + part_end--; + IM_ASSERT(part_end[0] == '/'); + } + part_name.setf("%.*s", (int)(part_end - part_start), part_start); + + // Find root window or child window + if (window == NULL) + { + // Root: defer first element to GetID(), this will handle SetRef(), "//" and "//$FOCUSED" syntax. + ImGuiID window_id = GetID(part_name.c_str()); + window = GetWindowByRef(window_id); + window_idstack_back = window ? window->ID : 0; + } + else + { + ImGuiID child_window_id = 0; + ImGuiWindow* child_window = NULL; + { + // Child: Attempt 1: Try to BeginChild(const char*) variant and mimic its logic. + Str128 child_window_full_name; +#if (IMGUI_VERSION_NUM >= 18996) && (IMGUI_VERSION_NUM < 18999) + if (window_idstack_back == window->ID) + { + child_window_full_name.setf("%s/%s", window->Name, part_name.c_str()); + } + else +#endif + { + ImGuiID child_item_id = GetID(part_name.c_str(), window_idstack_back); + child_window_full_name.setf("%s/%s_%08X", window->Name, part_name.c_str(), child_item_id); + } + child_window_id = ImHashStr(child_window_full_name.c_str()); // We do NOT use ImHashDecoratedPath() + child_window = GetWindowByRef(child_window_id); + } + if (child_window == NULL) + { + // Child: Attempt 2: Try for BeginChild(ImGuiID id) variant and mimic its logic. + // FIXME: This only really works when ID passed to BeginChild() was derived from a string. + // We could support $$xxxx syntax to encode ID in parameter? + ImGuiID child_item_id = GetID(part_name.c_str(), window_idstack_back); + Str128f child_window_full_name("%s/%08X", window->Name, child_item_id); + child_window_id = ImHashStr(child_window_full_name.c_str()); // We do NOT use ImHashDecoratedPath() + child_window = GetWindowByRef(child_window_id); + } + if (child_window == NULL) + { + // Assume that part is an arbitrary PushID(const char*) + window_idstack_back = GetID(part_name.c_str(), window_idstack_back); + } + else + { + window = child_window; + window_idstack_back = window ? window->ID : 0; + } + } + } + + // Process result + // FIXME: What if we want to query a not-yet-existing window by ID? + if (window == NULL) + { + LogEx(log_level, 0, "WindowInfo: error: element \"%s\" doesn't seem to exist.", part_name.c_str()); + return ItemInfoNull(); + } + } + + IM_ASSERT(window != NULL); + IM_ASSERT(window_idstack_back != 0); + + // Stopped on "window/node/" + if (window_idstack_back != 0 && window_idstack_back != window->ID) + { + LogEx(log_level, 0, "WindowInfo: error: element doesn't seem to exist or isn't a window."); + return ItemInfoNull(); + } + + return ItemInfo(window->ID); +} + +void ImGuiTestContext::ScrollToTop(ImGuiTestRef ref) +{ + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + if (window->Scroll.y == 0.0f) + return; + ScrollToY(ref, 0.0f); + Yield(); +} + +void ImGuiTestContext::ScrollToBottom(ImGuiTestRef ref) +{ + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + if (window->Scroll.y == window->ScrollMax.y) + return; + ScrollToY(ref, window->ScrollMax.y); + Yield(); +} + +bool ImGuiTestContext::ScrollErrorCheck(ImGuiAxis axis, float expected, float actual, int* remaining_attempts) +{ + if (IsError()) + { + (*remaining_attempts)--; + return false; + } + + float THRESHOLD = 1.0f; + if (ImFabs(actual - expected) < THRESHOLD) + return true; + + (*remaining_attempts)--; + if (*remaining_attempts > 0) + { + LogInfo("Failed to set Scroll%c. Requested %.2f, got %.2f. Will try again.", 'X' + axis, expected, actual); + return true; + } + else + { + IM_ERRORF("Failed to set Scroll%c. Requested %.2f, got %.2f. Aborting.", 'X' + axis, expected, actual); + return false; + } +} + +// FIXME-TESTS: Mostly the same code as ScrollbarEx() +static ImVec2 GetWindowScrollbarMousePositionForScroll(ImGuiWindow* window, ImGuiAxis axis, float scroll_v) +{ + ImGuiContext& g = *GImGui; + ImRect bb = ImGui::GetWindowScrollbarRect(window, axis); + + // From Scrollbar(): + //float* scroll_v = &window->Scroll[axis]; + const float size_avail_v = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + const float size_contents_v = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; + + // From ScrollbarEx() onward: + + // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) + const float scrollbar_size_v = bb.Max[axis] - bb.Min[axis]; + + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); + const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), g.Style.GrabMinSize, scrollbar_size_v); + + const float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); + const float scroll_ratio = ImSaturate(scroll_v / scroll_max); + const float grab_v = scroll_ratio * (scrollbar_size_v - grab_h_pixels); // Grab position + + ImVec2 position; + position[axis] = bb.Min[axis] + grab_v + grab_h_pixels * 0.5f; + position[axis ^ 1] = bb.GetCenter()[axis ^ 1]; + + return position; +} + +#if IMGUI_VERSION_NUM < 18993 +#define ImTrunc ImFloor +#endif + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoFocusWindow +void ImGuiTestContext::ScrollTo(ImGuiTestRef ref, ImGuiAxis axis, float scroll_target, ImGuiTestOpFlags flags) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + + // Early out + const float scroll_target_clamp = ImClamp(scroll_target, 0.0f, window->ScrollMax[axis]); + if (ImFabs(window->Scroll[axis] - scroll_target_clamp) < 1.0f) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + const char axis_c = (char)('X' + axis); + LogDebug("ScrollTo %c %.1f/%.1f", axis_c, scroll_target, window->ScrollMax[axis]); + + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + // Try to use Scrollbar if available + const ImGuiTestItemInfo* scrollbar_item = ItemInfo(ImGui::GetWindowScrollbarID(window, axis), ImGuiTestOpFlags_NoError); + if (scrollbar_item->ID != 0 && EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast && !(flags & ImGuiTestOpFlags_NoFocusWindow)) + { + WindowFocus(window->ID); + + const ImRect scrollbar_rect = ImGui::GetWindowScrollbarRect(window, axis); + const float scrollbar_size_v = scrollbar_rect.Max[axis] - scrollbar_rect.Min[axis]; + const float window_resize_grip_size = ImTrunc(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + + // In case of a very small window, directly use SetScrollX/Y function to prevent resizing it + // FIXME-TESTS: GetWindowScrollbarMousePositionForScroll doesn't return the exact value when scrollbar grip is too small + if (scrollbar_size_v >= window_resize_grip_size) + { + MouseSetViewport(window); + + const float scroll_src = window->Scroll[axis]; + ImVec2 scrollbar_src_pos = GetWindowScrollbarMousePositionForScroll(window, axis, scroll_src); + scrollbar_src_pos[axis] = ImMin(scrollbar_src_pos[axis], scrollbar_rect.Min[axis] + scrollbar_size_v - window_resize_grip_size); + MouseMoveToPos(scrollbar_src_pos); + MouseDown(0); + SleepStandard(); + + ImVec2 scrollbar_dst_pos = GetWindowScrollbarMousePositionForScroll(window, axis, scroll_target_clamp); + MouseMoveToPos(scrollbar_dst_pos); + MouseUp(0); + SleepStandard(); + + // Verify that things worked + const float scroll_result = window->Scroll[axis]; + if (ImFabs(scroll_result - scroll_target_clamp) < 1.0f) + return; + + // FIXME-TESTS: Investigate + LogWarning("Failed to set Scroll%c. Requested %.2f, got %.2f.", 'X' + axis, scroll_target_clamp, scroll_result); + } + } + + // Fallback: manual slow scroll + // FIXME-TESTS: Consider using mouse wheel, since it can work without taking focus + int remaining_failures = 3; + while (!Abort) + { + if (ImFabs(window->Scroll[axis] - scroll_target_clamp) < 1.0f) + break; + + const float scroll_speed = (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Fast) ? FLT_MAX : ImFloor(EngineIO->ScrollSpeed * g.IO.DeltaTime + 0.99f); + const float scroll_next = ImLinearSweep(window->Scroll[axis], scroll_target, scroll_speed); + if (axis == ImGuiAxis_X) + ImGui::SetScrollX(window, scroll_next); + else + ImGui::SetScrollY(window, scroll_next); + + // Error handling to avoid getting stuck in this function. + Yield(); + if (!ScrollErrorCheck(axis, scroll_next, window->Scroll[axis], &remaining_failures)) + break; + } + + // Need another frame for the result->Rect to stabilize + Yield(); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoFocusWindow +void ImGuiTestContext::ScrollToItem(ImGuiTestRef ref, ImGuiAxis axis, ImGuiTestOpFlags flags) +{ + if (IsError()) + return; + + // If the item is not currently visible, scroll to get it in the center of our window + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestItemInfo* item = ItemInfo(ref); + ImGuiTestRefDesc desc(ref, item); + LogDebug("ScrollToItem %c %s", 'X' + axis, desc.c_str()); + + if (item->ID == 0) + return; + + // Ensure window size and ScrollMax are up-to-date + Yield(); + + // TabBar are a special case because they have no scrollbar and rely on ScrollButton "<" and ">" + // FIXME-TESTS: Consider moving to its own function. + ImGuiContext& g = *UiContext; + if (axis == ImGuiAxis_X) + if (ImGuiTabBar* tab_bar = g.TabBars.GetByKey(item->ParentID)) + if (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) + { + ScrollToTabItem(tab_bar, item->ID); + return; + } + + ImGuiWindow* window = item->Window; + float item_curr = ImFloor(item->RectFull.GetCenter()[axis]); + float item_target = ImFloor(window->InnerClipRect.GetCenter()[axis]); + float scroll_delta = item_target - item_curr; + float scroll_target = ImClamp(window->Scroll[axis] - scroll_delta, 0.0f, window->ScrollMax[axis]); + + ScrollTo(window->ID, axis, scroll_target, (flags & ImGuiTestOpFlags_NoFocusWindow)); +} + +void ImGuiTestContext::ScrollToItemX(ImGuiTestRef ref) +{ + ScrollToItem(ref, ImGuiAxis_X); +} + +void ImGuiTestContext::ScrollToItemY(ImGuiTestRef ref) +{ + ScrollToItem(ref, ImGuiAxis_Y); +} + +void ImGuiTestContext::ScrollToTabItem(ImGuiTabBar* tab_bar, ImGuiID tab_id) +{ + if (IsError()) + return; + + // Cancel if "##v", because it's outside the tab_bar rect, and will be considered as "not visible" even if it is! + //if (GetID("##v") == item->ID) + // return; + + IM_CHECK_SILENT(tab_bar != NULL); + const ImGuiTabItem* selected_tab_item = ImGui::TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId); + const ImGuiTabItem* target_tab_item = ImGui::TabBarFindTabByID(tab_bar, tab_id); + if (target_tab_item == NULL) + return; + + int selected_tab_index = tab_bar->Tabs.index_from_ptr(selected_tab_item); + int target_tab_index = tab_bar->Tabs.index_from_ptr(target_tab_item); + + ImGuiTestRef backup_ref = GetRef(); + SetRef(tab_bar->ID); + + if (selected_tab_index > target_tab_index) + { + MouseMove("##<"); + for (int i = 0; i < selected_tab_index - target_tab_index; ++i) + MouseClick(0); + } + else + { + MouseMove("##>"); + for (int i = 0; i < target_tab_index - selected_tab_index; ++i) + MouseClick(0); + } + + // Skip the scroll animation + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Fast) + { + tab_bar->ScrollingAnim = tab_bar->ScrollingTarget; + Yield(); + } + + SetRef(backup_ref); +} + +// Verify that ScrollMax is stable regardless of scrolling position +// - This can break when the layout of clipped items doesn't match layout of unclipped items +// - This can break with non-rounded calls to ItemSize(), namely when the starting position is negative (above visible area) +// We should ideally be more tolerant of non-rounded sizes passed by the users. +// - One of the net visible effect of an unstable ScrollMax is that the End key would put you at a spot that's not exactly the lowest spot, +// and so a second press to End would you move again by a few pixels. +// FIXME-TESTS: Make this an iterative, smooth scroll. +void ImGuiTestContext::ScrollVerifyScrollMax(ImGuiTestRef ref) +{ + ImGuiWindow* window = GetWindowByRef(ref); + ImGui::SetScrollY(window, 0.0f); + Yield(); + float scroll_max_0 = window->ScrollMax.y; + ImGui::SetScrollY(window, window->ScrollMax.y); + Yield(); + float scroll_max_1 = window->ScrollMax.y; + IM_CHECK_EQ(scroll_max_0, scroll_max_1); +} + +void ImGuiTestContext::NavMoveTo(ImGuiTestRef ref) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiContext& g = *UiContext; + ImGuiTestItemInfo* item = ItemInfo(ref); + ImGuiTestRefDesc desc(ref, item); + LogDebug("NavMove to %s", desc.c_str()); + + if (item->ID == 0) + return; + item->RefCount++; + + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + // Focus window before scrolling/moving so things are nicely visible + WindowFocus(item->Window->ID); + + // Teleport + // FIXME-NAV: We should have a nav request feature that does this, + // except it'll have to queue the request to find rect, then set scrolling, which would incur a 2 frame delay :/ + // FIXME-TESTS-NOT_SAME_AS_END_USER + IM_ASSERT(g.NavMoveSubmitted == false); + ImRect rect_rel = item->RectFull; + rect_rel.Translate(ImVec2(-item->Window->Pos.x, -item->Window->Pos.y)); + ImGui::SetNavID(item->ID, (ImGuiNavLayer)item->NavLayer, 0, rect_rel); + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; + ImGui::ScrollToBringRectIntoView(item->Window, item->RectFull); + while (g.NavMoveSubmitted) + Yield(); + Yield(); + + if (!Abort) + { + if (g.NavId != item->ID) + IM_ERRORF_NOHDR("Unable to set NavId to %s", desc.c_str()); + } + + item->RefCount--; +} + +void ImGuiTestContext::NavActivate() +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("NavActivate"); + Yield(); // ? + KeyPress(ImGuiKey_Space); +} + +void ImGuiTestContext::NavInput() +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("NavInput"); + KeyPress(ImGuiKey_Enter); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_MoveToEdgeL +// - ImGuiTestOpFlags_MoveToEdgeR +// - ImGuiTestOpFlags_MoveToEdgeU +// - ImGuiTestOpFlags_MoveToEdgeD +static ImVec2 GetMouseAimingPos(ImGuiTestItemInfo* item, ImGuiTestOpFlags flags) +{ + ImRect r = item->RectClipped; + ImVec2 pos; + if (flags & ImGuiTestOpFlags_MoveToEdgeL) + pos.x = (r.Min.x + 1.0f); + else if (flags & ImGuiTestOpFlags_MoveToEdgeR) + pos.x = (r.Max.x - 1.0f); + else + pos.x = (r.Min.x + r.Max.x) * 0.5f; + if (flags & ImGuiTestOpFlags_MoveToEdgeU) + pos.y = (r.Min.y + 1.0f); + else if (flags & ImGuiTestOpFlags_MoveToEdgeD) + pos.y = (r.Max.y - 1.0f); + else + pos.y = (r.Min.y + r.Max.y) * 0.5f; + return pos; +} + +// Conceptucally this could be called ItemHover() +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoFocusWindow +// - ImGuiTestOpFlags_NoCheckHoveredId +// - ImGuiTestOpFlags_IsSecondAttempt [used when recursively calling ourself) +// - ImGuiTestOpFlags_MoveToEdgeXXX flags +// FIXME-TESTS: This is too eagerly trying to scroll everything even if already visible. +// FIXME: Maybe ImGuiTestOpFlags_NoCheckHoveredId could be automatic if we detect that another item is active as intended? +void ImGuiTestContext::MouseMove(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiContext& g = *UiContext; + + ImGuiTestItemInfo* item; + if (flags & ImGuiTestOpFlags_NoAutoOpenFullPath) + item = ItemInfo(ref); + else + item = ItemInfoOpenFullPath(ref); + + ImGuiTestRefDesc desc(ref, item); + LogDebug("MouseMove to %s", desc.c_str()); + if (item->ID == 0) + return; + + if (!item->Window->WasActive) + { + LogError("Window '%s' is not active!", item->Window->Name); + return; + } + + item->RefCount++; + + // FIXME-TESTS: If window was not brought to front (because of either ImGuiWindowFlags_NoBringToFrontOnFocus or ImGuiTestOpFlags_NoFocusWindow) + // then we need to make space by moving other windows away. + // An easy to reproduce this bug is to run "docking_dockspace_tab_amend" with Test Engine UI over top-left corner, covering the Tools menu. + + // Check visibility and scroll if necessary + ImGuiWindow* window = item->Window; + if (item->NavLayer == ImGuiNavLayer_Main) + { + ImRect window_r = window->InnerClipRect; + window_r.Expand(ImVec2(-g.WindowsHoverPadding.x, -g.WindowsHoverPadding.y)); + + ImRect item_r_clipped; + item_r_clipped.Min.x = ImClamp(item->RectFull.Min.x, window_r.Min.x, window_r.Max.x); + item_r_clipped.Min.y = ImClamp(item->RectFull.Min.y, window_r.Min.y, window_r.Max.y); + item_r_clipped.Max.x = ImClamp(item->RectFull.Max.x, window_r.Min.x, window_r.Max.x); + item_r_clipped.Max.y = ImClamp(item->RectFull.Max.y, window_r.Min.y, window_r.Max.y); + + // In theory all we need is one visible point, but it is generally nicer if we scroll toward visibility. + // Bias toward reducing amount of horizontal scroll. + float visibility_ratio_x = (item_r_clipped.GetWidth() + 1.0f) / (item->RectFull.GetWidth() + 1.0f); + float visibility_ratio_y = (item_r_clipped.GetHeight() + 1.0f) / (item->RectFull.GetHeight() + 1.0f); + if (visibility_ratio_x < 0.70f) + ScrollToItem(ref, ImGuiAxis_X, ImGuiTestOpFlags_NoFocusWindow); + if (visibility_ratio_y < 0.90f) + ScrollToItem(ref, ImGuiAxis_Y, ImGuiTestOpFlags_NoFocusWindow); + } + else + { + // Menu layer is not scrollable: attempt to resize window. + // FIXME-TESTS: ImGuiItemStatusFlags_Visible is currently not usable for test engine as it relies on ITEM_INFO hook, need moving in ItemAdd(). + //if ((item->StatusFlags & ImGuiItemStatusFlags_Visible) == 0) + { + // FIXME-TESTS: We designed RectClipped as being within RectFull which is not what we want here. Approximate using window's Max.x + ImRect window_r = window->Rect(); + if (item->RectFull.Min.x > window_r.Max.x) + { + float extra_width_desired = item->RectFull.Max.x - window_r.Max.x; // item->RectClipped.Max.x; + if (extra_width_desired > 0.0f && (flags & ImGuiTestOpFlags_IsSecondAttempt) == 0) + { + LogDebug("Will attempt to resize window to make item in menu layer visible."); + WindowResize(window->ID, window->Size + ImVec2(extra_width_desired, 0.0f)); + } + } + } + } + + // FIXME-TESTS-NOT_SAME_AS_END_USER + ImVec2 pos = item->RectFull.GetCenter(); + WindowTeleportToMakePosVisible(window->ID, pos); + + // Keep a deep copy of item info since item-> will be kept updated as we set a RefCount on it. + ImGuiTestItemInfo item_initial_state = *item; + + // Target point + pos = GetMouseAimingPos(item, flags); + + // Focus window + if (!(flags & ImGuiTestOpFlags_NoFocusWindow)) + { + // Avoid unnecessary focus + // While this is generally desirable and much more consistent with user behavior, + // it make test-engine behavior a little less deterministic. + // Incorrectly written tests could possibly succeed or fail based on position of other windows. + bool is_covered = FindHoveredWindowAtPos(pos) != item->Window; + bool is_inhibited = ImGui::IsWindowContentHoverable(item->Window) == false; + + // FIXME-TESTS-NOT_SAME_AS_END_USER: This has too many side effect, could we do without? + // - e.g. This can close a modal. + if (is_covered || is_inhibited) + WindowBringToFront(item->Window->ID); + } + + // Another is window active test (in the case focus change has a side effect but also as we have yield an extra frame) + if (!item->Window->WasActive) + { + LogError("Window '%s' is not active (after aiming)", item->Window->Name); + return; + } + + MouseSetViewport(item->Window); + MouseMoveToPos(pos); + + // Focus again in case something made us lost focus (which could happen on a simple hover) + if (!(flags & ImGuiTestOpFlags_NoFocusWindow)) + { + // Avoid unnecessary focus + bool is_covered = FindHoveredWindowAtPos(pos) != item->Window; + bool is_inhibited = ImGui::IsWindowContentHoverable(item->Window) == false; + + if (is_covered || is_inhibited) + WindowBringToFront(window->ID); + } + + // Check hovering target: may be an item (common) or a window (rare) + if (!Abort && !(flags & ImGuiTestOpFlags_NoCheckHoveredId)) + { + ImGuiID hovered_id; + bool is_hovered_item; + + // Give a few extra frames to validate hovering. + // In the vast majority of case this will be set on the first attempt, + // but e.g. blocking popups may need to close based on external logic. + for (int remaining_attempts = 3; remaining_attempts > 0; remaining_attempts--) + { + hovered_id = g.HoveredIdPreviousFrame; + is_hovered_item = (hovered_id == item->ID); + if (is_hovered_item) + break; + Yield(); + } + + bool is_hovered_window = is_hovered_item ? true : false; + if (!is_hovered_item) + for (ImGuiWindow* hovered_window = g.HoveredWindow; hovered_window != NULL && !is_hovered_window; hovered_window = hovered_window->ParentWindow) + if (hovered_window->ID == item->ID && hovered_window == item->Window) + is_hovered_window = true; + + if (!is_hovered_item && !is_hovered_window) + { + // Check if we are accidentally hovering resize grip (which uses ImGuiButtonFlags_FlattenChildren) + if (!(window->Flags & ImGuiWindowFlags_NoResize) && !(flags & ImGuiTestOpFlags_IsSecondAttempt)) + { + bool is_hovering_resize_corner = false; + for (int n = 0; n < 2; n++) + is_hovering_resize_corner |= (hovered_id == ImGui::GetWindowResizeCornerID(window, n)); + if (is_hovering_resize_corner) + { + LogDebug("Child obstructed by parent's ResizeGrip, trying to resize window and trying again.."); + float extra_size = window->CalcFontSize() * 3.0f; + WindowResize(window->ID, window->Size + ImVec2(extra_size, extra_size)); + MouseMove(ref, flags | ImGuiTestOpFlags_IsSecondAttempt); + item->RefCount--; + return; + } + } + + ImVec2 pos_old = item_initial_state.RectFull.Min; + ImVec2 pos_new = item->RectFull.Min; + ImVec2 size_old = item_initial_state.RectFull.GetSize(); + ImVec2 size_new = item->RectFull.GetSize(); + Str256f error_message( + "Unable to Hover %s:\n" + "- Expected item %08X in window '%s', targeted position: (%.1f,%.1f)'\n" + "- Hovered id was %08X in '%s'.\n" + "- Item Pos: Before mouse move (%6.1f,%6.1f) vs Now (%6.1f,%6.1f) (%s)\n" + "- Item Size: Before mouse move (%6.1f,%6.1f) vs Now (%6.1f,%6.1f) (%s)", + desc.c_str(), + item->ID, item->Window ? item->Window->Name : "<NULL>", pos.x, pos.y, + hovered_id, g.HoveredWindow ? g.HoveredWindow->Name : "", + pos_old.x, pos_old.y, pos_new.x, pos_new.y, (pos_old.x == pos_new.x && pos_old.y == pos_new.y) ? "Same" : "Changed", + size_old.x, size_old.y, size_new.x, size_new.y, (size_old.x == size_new.x && size_old.y == size_new.y) ? "Same" : "Changed"); + IM_ERRORF_NOHDR("%s", error_message.c_str()); + } + } + + item->RefCount--; +} + +void ImGuiTestContext::MouseSetViewport(ImGuiWindow* window) +{ + IM_CHECK_SILENT(window != NULL); +#ifdef IMGUI_HAS_VIEWPORT + ImGuiViewportP* viewport = window ? window->Viewport : NULL; + ImGuiID viewport_id = viewport ? viewport->ID : 0; + if (window->Viewport == NULL) + IM_CHECK(window->WasActive == false); // only time this is allowed is an inactive window (where the viewport was destroyed) + if (Inputs->MouseHoveredViewport != viewport_id) + { + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseSetViewport changing to 0x%08X (window '%s')", viewport_id, window->Name); + Inputs->MouseHoveredViewport = viewport_id; + Yield(2); + } +#else + IM_UNUSED(window); +#endif +} + +// May be 0 to specify "automatic" (based on platform stack, rarely used) +void ImGuiTestContext::MouseSetViewportID(ImGuiID viewport_id) +{ + if (IsError()) + return; + + if (Inputs->MouseHoveredViewport != viewport_id) + { + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseSetViewportID changing to 0x%08X", viewport_id); + Inputs->MouseHoveredViewport = viewport_id; + ImGuiTestEngine_Yield(Engine); + } +} + +// Make the point at 'pos' (generally expected to be within window's boundaries) visible in the viewport, +// so it can be later focused then clicked. +bool ImGuiTestContext::WindowTeleportToMakePosVisible(ImGuiTestRef ref, ImVec2 pos) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return false; + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT_RETV(window != NULL, false); + +#ifdef IMGUI_HAS_DOCK + // This is particularly useful for docked windows, as we have to move root dockspace window instead of docket window + // itself. As a side effect this also adds support for child windows. + window = window->RootWindowDockTree; +#endif + + ImRect visible_r; + visible_r.Min = GetMainMonitorWorkPos(); + visible_r.Max = visible_r.Min + GetMainMonitorWorkSize(); + if (!visible_r.Contains(pos)) + { + // Fallback move window directly to make our item reachable with the mouse. + // FIXME-TESTS-NOT_SAME_AS_END_USER + float pad = g.FontSize; + ImVec2 delta; + delta.x = (pos.x < visible_r.Min.x) ? (visible_r.Min.x - pos.x + pad) : (pos.x > visible_r.Max.x) ? (visible_r.Max.x - pos.x - pad) : 0.0f; + delta.y = (pos.y < visible_r.Min.y) ? (visible_r.Min.y - pos.y + pad) : (pos.y > visible_r.Max.y) ? (visible_r.Max.y - pos.y - pad) : 0.0f; + ImGui::SetWindowPos(window, window->Pos + delta, ImGuiCond_Always); + LogDebug("WindowTeleportToMakePosVisible %s delta (%.1f,%.1f)", window->Name, delta.x, delta.y); + Yield(); + return true; + } + return false; +} + +// ignore_list is a NULL-terminated list of pointers +// Windows that are below all of ignore_list windows are not hidden. +// FIXME-TESTS-NOT_SAME_AS_END_USER: Aim to get rid of this. +void ImGuiTestContext::ForeignWindowsHideOverPos(ImVec2 pos, ImGuiWindow** ignore_list) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ForeignWindowsHideOverPos (%.0f,%.0f)", pos.x, pos.y); + IM_CHECK_SILENT(ignore_list != NULL); // It makes little sense to call this function with an empty list. + IM_CHECK_SILENT(ignore_list[0] != NULL); + //auto& ctx = this; IM_SUSPEND_TESTFUNC(); + + // Find lowest ignored window index. All windows rendering above this index will be hidden. All windows rendering + // below this index do not prevent interactions with these windows already, and they can be ignored. + int min_window_index = g.Windows.Size; + for (int i = 0; ignore_list[i]; i++) + min_window_index = ImMin(min_window_index, ImGui::FindWindowDisplayIndex(ignore_list[i])); + + bool hidden_windows = false; + for (int i = 0; i < g.Windows.Size; i++) + { + ImGuiWindow* other_window = g.Windows[i]; + if (other_window->RootWindow == other_window && other_window->WasActive) + { + ImRect r = other_window->Rect(); + r.Expand(g.WindowsHoverPadding); + if (r.Contains(pos)) + { + for (int j = 0; ignore_list[j]; j++) +#ifdef IMGUI_HAS_DOCK + if (ignore_list[j]->RootWindowDockTree == other_window->RootWindowDockTree) +#else + if (ignore_list[j] == other_window) +#endif + { + other_window = NULL; + break; + } + + if (other_window && ImGui::FindWindowDisplayIndex(other_window) < min_window_index) + other_window = NULL; + + if (other_window) + { + ForeignWindowsToHide.push_back(other_window); + hidden_windows = true; + } + } + } + } + if (hidden_windows) + Yield(); +} + +void ImGuiTestContext::ForeignWindowsUnhideAll() +{ + ForeignWindowsToHide.clear(); + Yield(); +} + +void ImGuiTestContext::MouseMoveToPos(ImVec2 target) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseMoveToPos from (%.0f,%.0f) to (%.0f,%.0f)", Inputs->MousePosValue.x, Inputs->MousePosValue.y, target.x, target.y); + + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + // Enforce a mouse move if we are already at destination, to enforce g.NavDisableMouseHover gets cleared. + if (g.NavDisableMouseHover && ImLengthSqr(Inputs->MousePosValue - target) < 1.0f) + { + Inputs->MousePosValue = target + ImVec2(1.0f, 0.0f); + ImGuiTestEngine_Yield(Engine); + } + + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Fast) + { + Inputs->MousePosValue = target; + ImGuiTestEngine_Yield(Engine); + ImGuiTestEngine_Yield(Engine); + return; + } + + // Simulate slower movements. We use a slightly curved movement to make the movement look less robotic. + + // Calculate some basic parameters + const ImVec2 start_pos = Inputs->MousePosValue; + const ImVec2 delta = target - start_pos; + const float length2 = ImLengthSqr(delta); + const float length = (length2 > 0.0001f) ? ImSqrt(length2) : 1.0f; + const float inv_length = 1.0f / length; + + // Short distance alter speed and wobble + float base_speed = EngineIO->MouseSpeed; + float base_wobble = EngineIO->MouseWobble; + if (length < base_speed * 1.0f) + { + // Time = 1.0f -> wobble max, Time = 0.0f -> no wobble + base_wobble *= length / base_speed; + + // Slow down for short movements(all movement in the 0.0f..1.0f range are remapped to a 0.5f..1.0f seconds) + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + { + float approx_time = length / base_speed; + approx_time = 0.5f + ImSaturate(approx_time * 0.5f); + base_speed = length / approx_time; + } + } + + // Calculate a vector perpendicular to the motion delta + const ImVec2 perp = ImVec2(delta.y, -delta.x) * inv_length; + + // Calculate how much wobble we want, clamped to max out when the delta is 100 pixels (shorter movements get less wobble) + const float position_offset_magnitude = ImClamp(length, 1.0f, 100.0f) * base_wobble; + + // Wobble positions, using a sine wave based on position as a cheap way to get a deterministic offset + ImVec2 intermediate_pos_a = start_pos + (delta * 0.3f); + ImVec2 intermediate_pos_b = start_pos + (delta * 0.6f); + intermediate_pos_a += perp * ImSin(intermediate_pos_a.y * 0.1f) * position_offset_magnitude; + intermediate_pos_b += perp * ImCos(intermediate_pos_b.y * 0.1f) * position_offset_magnitude; + + // We manipulate Inputs->MousePosValue without reading back from g.IO.MousePos because the later is rounded. + // To handle high framerate it is easier to bypass this rounding. + float current_dist = 0.0f; // Our current distance along the line (in pixels) + while (true) + { + float move_speed = base_speed * g.IO.DeltaTime; + + //if (g.IO.KeyShift) + // move_speed *= 0.1f; + + current_dist += move_speed; // Move along the line + + // Calculate a parametric position on the direct line that we will use for the curve + float t = current_dist * inv_length; + t = ImClamp(t, 0.0f, 1.0f); + t = 1.0f - ((ImCos(t * IM_PI) + 1.0f) * 0.5f); // Generate a smooth curve with acceleration/deceleration + + //ImGui::GetOverlayDrawList()->AddCircle(target, 10.0f, IM_COL32(255, 255, 0, 255)); + + if (t >= 1.0f) + { + Inputs->MousePosValue = target; + ImGuiTestEngine_Yield(Engine); + ImGuiTestEngine_Yield(Engine); + return; + } + else + { + // Use a bezier curve through the wobble points + Inputs->MousePosValue = ImBezierCubicCalc(start_pos, intermediate_pos_a, intermediate_pos_b, target, t); + //ImGui::GetOverlayDrawList()->AddBezierCurve(start_pos, intermediate_pos_a, intermediate_pos_b, target, IM_COL32(255,0,0,255), 1.0f); + ImGuiTestEngine_Yield(Engine); + } + } +} + +// This always teleport the mouse regardless of fast/slow mode. Useful e.g. to set initial mouse position for a GIF recording. +void ImGuiTestContext::MouseTeleportToPos(ImVec2 target) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseTeleportToPos from (%.0f,%.0f) to (%.0f,%.0f)", Inputs->MousePosValue.x, Inputs->MousePosValue.y, target.x, target.y); + + Inputs->MousePosValue = target; + ImGuiTestEngine_Yield(Engine); + ImGuiTestEngine_Yield(Engine); +} + +void ImGuiTestContext::MouseDown(ImGuiMouseButton button) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseDown %d", button); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + UiContext->IO.MouseClickedTime[button] = -FLT_MAX; // Prevent accidental double-click from happening ever + Inputs->MouseButtonsValue |= (1 << button); + Yield(); +} + +void ImGuiTestContext::MouseUp(ImGuiMouseButton button) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseUp %d", button); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + + Inputs->MouseButtonsValue &= ~(1 << button); + Yield(); +} + +// TODO: click time argument (seconds and/or frames) +void ImGuiTestContext::MouseClick(ImGuiMouseButton button) +{ + if (IsError()) + return; + MouseClickMulti(button, 1); +} + +// TODO: click time argument (seconds and/or frames) +void ImGuiTestContext::MouseClickMulti(ImGuiMouseButton button, int count) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + if (count > 1) + LogDebug("MouseClickMulti %d x%d", button, count); + else + LogDebug("MouseClick %d", button); + + // Make sure mouse buttons are released + IM_ASSERT(count >= 1); + IM_ASSERT(Inputs->MouseButtonsValue == 0); + Yield(); + + // Press + UiContext->IO.MouseClickedTime[button] = -FLT_MAX; // Prevent accidental double-click from happening ever + + for (int n = 0; n < count; n++) + { + Inputs->MouseButtonsValue = (1 << button); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + else if (EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast) + Yield(2); // Leave enough time for non-alive IDs to expire. (#5325) + else + Yield(); + Inputs->MouseButtonsValue = 0; + + if (EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast) + Yield(2); // Not strictly necessary but covers more variant. + else + Yield(); + } + + // Now NewFrame() has seen the mouse release. + // Let the imgui frame finish, now e.g. Button() function will return true. Start a new frame. + Yield(); +} + +// TODO: click time argument (seconds and/or frames) +void ImGuiTestContext::MouseDoubleClick(ImGuiMouseButton button) +{ + MouseClickMulti(button, 2); +} + +void ImGuiTestContext::MouseLiftDragThreshold(ImGuiMouseButton button) +{ + if (IsError()) + return; + + ImGuiContext& g = *UiContext; + g.IO.MouseDragMaxDistanceSqr[button] = (g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + (g.IO.MouseDragThreshold * g.IO.MouseDragThreshold); +} + +// Modeled on FindHoveredWindow() in imgui.cpp. +// Ideally that core function would be refactored to avoid this copy. +// - Need to take account of MovingWindow specificities and early out. +// - Need to be able to skip viewport compare. +// So for now we use a custom function. +ImGuiWindow* ImGuiTestContext::FindHoveredWindowAtPos(const ImVec2& pos) +{ + ImGuiContext& g = *UiContext; + const ImVec2 padding_regular = g.Style.TouchExtraPadding; + const ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; + for (int i = g.Windows.Size - 1; i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (!window->Active || window->Hidden) + continue; + if (window->Flags & ImGuiWindowFlags_NoMouseInputs) + continue; + + // Using the clipped AABB, a child window will typically be clipped by its parent (not always) + ImRect bb(window->OuterRectClipped); + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + bb.Expand(padding_regular); + else + bb.Expand(padding_for_resize); + if (!bb.Contains(pos)) + continue; + + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(pos)) + continue; + } + + return window; + } + return NULL; +} + +static bool IsPosOnVoid(ImGuiContext& g, const ImVec2& pos) +{ + for (ImGuiWindow* window : g.Windows) +#ifdef IMGUI_HAS_DOCK + if (window->RootWindowDockTree == window && window->WasActive) +#else + if (window->RootWindow == window && window->WasActive) +#endif + { + ImRect r = window->Rect(); + r.Expand(g.WindowsHoverPadding); + if (r.Contains(pos)) + return false; + } + return true; +} + +// Sample viewport for an easy location with nothing on it. +// FIXME-OPT: If ever any problematic: +// - (1) could iterate g.WindowsFocusOrder[] now that we made the switch of it only containing root windows +// - (2) increase steps iteratively +// - (3) remember last answer and tries it first. +// - (4) shortpath to failure negative if a window covers the whole viewport? +bool ImGuiTestContext::FindExistingVoidPosOnViewport(ImGuiViewport* viewport, ImVec2* out) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return false; + + for (int yn = 0; yn < 20; yn++) + for (int xn = 0; xn < 20; xn++) + { + ImVec2 pos = viewport->Pos + viewport->Size * ImVec2(xn / 20.0f, yn / 20.0f); + if (!IsPosOnVoid(g, pos)) + continue; + *out = pos; + return true; + } + return false; +} + +ImVec2 ImGuiTestContext::GetPosOnVoid(ImGuiViewport* viewport) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return ImVec2(); + + ImVec2 void_pos; + bool found_existing_void_pos = FindExistingVoidPosOnViewport(viewport, &void_pos); + if (found_existing_void_pos) + return void_pos; + + // Move windows away + // FIXME: Should be optional and otherwise error. + void_pos = viewport->Pos + ImVec2(1, 1); + ImVec2 window_min_pos = void_pos + g.WindowsHoverPadding + ImVec2(1.0f, 1.0f); + for (ImGuiWindow* window : g.Windows) + { +#ifdef IMGUI_HAS_DOCK + if (window->Viewport != viewport) + continue; + if (window->RootWindowDockTree == window && window->WasActive) +#else + if (window->RootWindow == window && window->WasActive) +#endif + if (window->Rect().Contains(window_min_pos)) + WindowMove(window->Name, window_min_pos); + } + + return void_pos; +} + +ImVec2 ImGuiTestContext::GetWindowTitlebarPoint(ImGuiTestRef window_ref) +{ + // FIXME-TESTS: Need to find a -visible- click point. drag_pos may end up being outside of main viewport. + if (IsError()) + return ImVec2(); + + ImGuiWindow* window = GetWindowByRef(window_ref); + if (window == NULL) + { + IM_ERRORF_NOHDR("Unable to locate ref window: '%s'", window_ref.Path); + return ImVec2(); + } + + ImVec2 drag_pos; + for (int n = 0; n < 2; n++) + { +#ifdef IMGUI_HAS_DOCK + if (window->DockNode != NULL && window->DockNode->TabBar != NULL) + { + ImGuiTabBar* tab_bar = window->DockNode->TabBar; + ImGuiTabItem* tab = ImGui::TabBarFindTabByID(tab_bar, window->TabId); + IM_ASSERT(tab != NULL); + drag_pos = tab_bar->BarRect.Min + ImVec2(tab->Offset + tab->Width * 0.5f, tab_bar->BarRect.GetHeight() * 0.5f); + } + else +#endif + { + const float h = window->TitleBarHeight(); + drag_pos = ImFloor(window->Pos + ImVec2(window->Size.x, h) * 0.5f); + } + + // If we didn't have to teleport it means we can reach the position already + if (!WindowTeleportToMakePosVisible(window->ID, drag_pos)) + break; + } + return drag_pos; +} + +// Click position which should have no windows. +// Default to last mouse viewport if viewport not specified. +void ImGuiTestContext::MouseMoveToVoid(ImGuiViewport* viewport) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseMoveToVoid"); + +#ifdef IMGUI_HAS_VIEWPORT + if (viewport == NULL && g.MouseViewport && (g.MouseViewport->Flags & ImGuiViewportFlags_CanHostOtherWindows)) + viewport = g.MouseViewport; +#endif + if (viewport == NULL) + viewport = ImGui::GetMainViewport(); + + ImVec2 pos = GetPosOnVoid(viewport); // This may call WindowMove and alter mouse viewport. +#ifdef IMGUI_HAS_VIEWPORT + MouseSetViewportID(viewport->ID); +#endif + MouseMoveToPos(pos); + IM_CHECK(g.HoveredWindow == NULL); +} + +void ImGuiTestContext::MouseClickOnVoid(int mouse_button, ImGuiViewport* viewport) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseClickOnVoid %d", mouse_button); + MouseMoveToVoid(viewport); + MouseClick(mouse_button); +} + +void ImGuiTestContext::MouseDragWithDelta(ImVec2 delta, ImGuiMouseButton button) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MouseDragWithDelta %d (%.1f, %.1f)", button, delta.x, delta.y); + + MouseDown(button); + MouseMoveToPos(g.IO.MousePos + delta); + MouseUp(button); +} + +// Important: always call MouseWheelX()/MouseWheelY() with an understand that holding Shift will swap axises. +// - On Windows/Linux, this swap is done in ImGui::NewFrame() +// - On OSX, this swap is generally done by the backends +// - In simulated test engine, always assume Windows/Linux behavior as we will swap in ImGuiTestEngine_ApplyInputToImGuiContext() +void ImGuiTestContext::MouseWheel(ImVec2 delta) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + + LogDebug("MouseWheel(%g, %g)", delta.x, delta.y); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + float td = 0.0f; + const float scroll_speed = 15.0f; // Units per second. + while (delta.x != 0.0f || delta.y != 0.0f) + { + ImVec2 scroll; + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Fast) + { + scroll = delta; + } + else + { + td += UiContext->IO.DeltaTime; + scroll = ImFloor(delta * ImVec2(td, td) * scroll_speed); + } + + if (scroll.x != 0.0f || scroll.y != 0.0f) + { + scroll = ImClamp(scroll, ImVec2(ImMin(delta.x, 0.0f), ImMin(delta.y, 0.0f)), ImVec2(ImMax(delta.x, 0.0f), ImMax(delta.y, 0.0f))); + Inputs->MouseWheel = scroll; + delta -= scroll; + td = 0; + } + Yield(); + } +} + +void ImGuiTestContext::KeyDown(ImGuiKeyChord key_chord) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); +#if IMGUI_VERSION_NUM >= 19012 + const char* chord_desc = ImGui::GetKeyChordName(key_chord); +#else + char chord_desc[32]; + ImGui::GetKeyChordName(key_chord, chord_desc, IM_ARRAYSIZE(chord_desc)); +#endif + LogDebug("KeyDown(%s)", chord_desc); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, true)); + Yield(); + Yield(); +} + +void ImGuiTestContext::KeyUp(ImGuiKeyChord key_chord) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); +#if IMGUI_VERSION_NUM >= 19012 + const char* chord_desc = ImGui::GetKeyChordName(key_chord); +#else + char chord_desc[32]; + ImGui::GetKeyChordName(key_chord, chord_desc, IM_ARRAYSIZE(chord_desc)); +#endif + LogDebug("KeyUp(%s)", chord_desc); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, false)); + Yield(); + Yield(); +} + +void ImGuiTestContext::KeyPress(ImGuiKeyChord key_chord, int count) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); +#if IMGUI_VERSION_NUM >= 19012 + const char* chord_desc = ImGui::GetKeyChordName(key_chord); +#else + char chord_desc[32]; + ImGui::GetKeyChordName(key_chord, chord_desc, IM_ARRAYSIZE(chord_desc)); +#endif + LogDebug("KeyPress(%s, %d)", chord_desc, count); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + + while (count > 0) + { + count--; + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, true)); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepShort(); + else + Yield(); + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, false)); + Yield(); + + // Give a frame for items to react + Yield(); + } +} + +void ImGuiTestContext::KeyHold(ImGuiKeyChord key_chord, float time) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); +#if IMGUI_VERSION_NUM >= 19012 + const char* chord_desc = ImGui::GetKeyChordName(key_chord); +#else + char chord_desc[32]; + ImGui::GetKeyChordName(key_chord, chord_desc, IM_ARRAYSIZE(chord_desc)); +#endif + LogDebug("KeyHold(%s, %.2f sec)", chord_desc, time); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, true)); + SleepNoSkip(time, 1 / 100.0f); + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, false)); + Yield(); // Give a frame for items to react +} + +// No extra yield +void ImGuiTestContext::KeySetEx(ImGuiKeyChord key_chord, bool is_down, float time) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); +#if IMGUI_VERSION_NUM >= 19012 + const char* chord_desc = ImGui::GetKeyChordName(key_chord); +#else + char chord_desc[32]; + ImGui::GetKeyChordName(key_chord, chord_desc, IM_ARRAYSIZE(chord_desc)); +#endif + LogDebug("KeySetEx(%s, is_down=%d, time=%.f)", chord_desc, is_down, time); + Inputs->Queue.push_back(ImGuiTestInput::ForKeyChord(key_chord, is_down)); + if (time > 0.0f) + SleepNoSkip(time, 1.0f / 100.0f); +} + +void ImGuiTestContext::KeyChars(const char* chars) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("KeyChars('%s')", chars); + if (EngineIO->ConfigRunSpeed == ImGuiTestRunSpeed_Cinematic) + SleepStandard(); + + while (*chars) + { + unsigned int c = 0; + int bytes_count = ImTextCharFromUtf8(&c, chars, NULL); + chars += bytes_count; + if (c > 0 && c <= 0xFFFF) + Inputs->Queue.push_back(ImGuiTestInput::ForChar((ImWchar)c)); + + if (EngineIO->ConfigRunSpeed != ImGuiTestRunSpeed_Fast) + Sleep(1.0f / EngineIO->TypingSpeed); + } + Yield(); +} + +void ImGuiTestContext::KeyCharsAppend(const char* chars) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("KeyCharsAppend('%s')", chars); + KeyPress(ImGuiKey_End); + KeyChars(chars); +} + +void ImGuiTestContext::KeyCharsAppendEnter(const char* chars) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("KeyCharsAppendEnter('%s')", chars); + KeyPress(ImGuiKey_End); + KeyChars(chars); + KeyPress(ImGuiKey_Enter); +} + +void ImGuiTestContext::KeyCharsReplace(const char* chars) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("KeyCharsReplace('%s')", chars); + KeyPress(ImGuiKey_A | ImGuiMod_Shortcut); + if (chars[0]) + KeyChars(chars); + else + KeyPress(ImGuiKey_Delete); +} + +void ImGuiTestContext::KeyCharsReplaceEnter(const char* chars) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("KeyCharsReplaceEnter('%s')", chars); + KeyPress(ImGuiKey_A | ImGuiMod_Shortcut); + if (chars[0]) + KeyChars(chars); + else + KeyPress(ImGuiKey_Delete); + KeyPress(ImGuiKey_Enter); +} + +// depth = 1 -> immediate child of 'parent' in ID Stack +void ImGuiTestContext::GatherItems(ImGuiTestItemList* out_list, ImGuiTestRef parent, int depth) +{ + IM_ASSERT(out_list != NULL); + IM_ASSERT(depth > 0 || depth == -1); + + if (IsError()) + return; + + ImGuiTestGatherTask* task = &Engine->GatherTask; + IM_ASSERT(task->InParentID == 0); + IM_ASSERT(task->LastItemInfo == NULL); + + // Register gather tasks + if (depth == -1) + depth = 99; + if (parent.ID == 0) + parent.ID = GetID(parent); + task->InParentID = parent.ID; + task->InMaxDepth = depth; + task->InLayerMask = (1 << ImGuiNavLayer_Main); // FIXME: Configurable filter + task->OutList = out_list; + + // Keep running while gathering + // The corresponding hook is ItemAdd() -> ImGuiTestEngineHook_ItemAdd() -> ImGuiTestEngineHook_ItemAdd_GatherTask() + const int begin_gather_size = out_list->GetSize(); + while (true) + { + const int begin_gather_size_for_frame = out_list->GetSize(); + Yield(); + const int end_gather_size_for_frame = out_list->GetSize(); + if (begin_gather_size_for_frame == end_gather_size_for_frame) + break; + } + const int end_gather_size = out_list->GetSize(); + + // FIXME-TESTS: To support filter we'd need to process the list here, + // Because ImGuiTestItemList is a pool (ImVector + map ID->index) we'll need to filter, rewrite, rebuild map + + ImGuiTestItemInfo* parent_item = ItemInfo(parent, ImGuiTestOpFlags_NoError); + LogDebug("GatherItems from %s, %d deep: found %d items.", ImGuiTestRefDesc(parent, parent_item).c_str(), depth, end_gather_size - begin_gather_size); + + task->Clear(); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoAutoOpenFullPath +// - ImGuiTestOpFlags_NoError +void ImGuiTestContext::ItemAction(ImGuiTestAction action, ImGuiTestRef ref, ImGuiTestOpFlags flags, void* action_arg) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + + // [DEBUG] Breakpoint + //if (ref.ID == 0x0d4af068) + // printf(""); + + // FIXME-TESTS: Fix that stuff + const bool is_wildcard = ref.Path != NULL && strstr(ref.Path, "**/") != 0; + if (is_wildcard) + { + // This is a fragile way to avoid some ambiguities, we're relying on expected action to further filter by status flags. + // These flags are not cleared by ItemInfo() because ItemAction() may call ItemInfo() again to get same item and thus it + // needs these flags to remain in place. + if (action == ImGuiTestAction_Check || action == ImGuiTestAction_Uncheck) + Engine->FindByLabelTask.InFilterItemStatusFlags = ImGuiItemStatusFlags_Checkable; + else if (action == ImGuiTestAction_Open || action == ImGuiTestAction_Close) + Engine->FindByLabelTask.InFilterItemStatusFlags = ImGuiItemStatusFlags_Openable; + } + + // Find item + ImGuiTestItemInfo* item; + if (flags & ImGuiTestOpFlags_NoAutoOpenFullPath) + item = ItemInfo(ref, (flags & ImGuiTestOpFlags_NoError)); + else + item = ItemInfoOpenFullPath(ref, (flags & ImGuiTestOpFlags_NoError)); + + ImGuiTestRefDesc desc(ref, item); + LogDebug("Item%s %s%s", GetActionName(action), desc.c_str(), (InputMode == ImGuiInputSource_Mouse) ? "" : " (w/ Nav)"); + if (item->ID == 0) + { + if (flags & ImGuiTestOpFlags_NoError) + LogDebug("Action skipped: Item doesn't exist + used ImGuiTestOpFlags_NoError."); + return; + } + + // Automatically uncollapse by default + if (item->Window && !(OpFlags & ImGuiTestOpFlags_NoAutoUncollapse)) + WindowCollapse(item->Window->ID, false); + + if (action == ImGuiTestAction_Hover) + { + MouseMove(ref, flags); + } + if (action == ImGuiTestAction_Click || action == ImGuiTestAction_DoubleClick) + { + if (InputMode == ImGuiInputSource_Mouse) + { + const int mouse_button = (int)(intptr_t)action_arg; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + MouseMove(ref, flags); + if (action == ImGuiTestAction_DoubleClick) + MouseDoubleClick(mouse_button); + else + MouseClick(mouse_button); + } + else + { + action = ImGuiTestAction_NavActivate; + } + } + + if (action == ImGuiTestAction_NavActivate) + { + IM_ASSERT(action_arg == NULL); // Unused + NavMoveTo(ref); + NavActivate(); + if (action == ImGuiTestAction_DoubleClick) + IM_ASSERT(0); + } + else if (action == ImGuiTestAction_Input) + { + IM_ASSERT(action_arg == NULL); // Unused + if (InputMode == ImGuiInputSource_Mouse) + { + MouseMove(ref, flags); + KeyDown(ImGuiMod_Ctrl); + MouseClick(0); + KeyUp(ImGuiMod_Ctrl); + } + else + { + NavMoveTo(ref); + NavInput(); + } + } + else if (action == ImGuiTestAction_Open) + { + IM_ASSERT(action_arg == NULL); // Unused + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) + { + item->RefCount++; + MouseMove(ref, flags); + + // Some item may open just by hovering, give them that chance + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) + { + MouseClick(0); + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) + { + MouseDoubleClick(0); // Attempt a double-click // FIXME-TESTS: let's not start doing those fuzzy things.. + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) + IM_ERRORF_NOHDR("Unable to Open item: '%s' in '%s'", desc.c_str(), item->Window ? item->Window->Name : "N/A"); + } + } + item->RefCount--; + //Yield(); + } + } + else if (action == ImGuiTestAction_Close) + { + IM_ASSERT(action_arg == NULL); // Unused + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) != 0) + { + item->RefCount++; + ItemClick(ref, 0, flags); + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) != 0) + { + ItemDoubleClick(ref, flags); // Attempt a double-click + // FIXME-TESTS: let's not start doing those fuzzy things.. widget should give direction of how to close/open... e.g. do you we close a TabItem? + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) != 0) + IM_ERRORF_NOHDR("Unable to Close item: %s", ImGuiTestRefDesc(ref, item).c_str()); + } + item->RefCount--; + Yield(); + } + } + else if (action == ImGuiTestAction_Check) + { + IM_ASSERT(action_arg == NULL); // Unused + if ((item->StatusFlags & ImGuiItemStatusFlags_Checkable) && !(item->StatusFlags & ImGuiItemStatusFlags_Checked)) + { + ItemClick(ref, 0, flags); + } + ItemVerifyCheckedIfAlive(ref, true); // We can't just IM_ASSERT(ItemIsChecked()) because the item may disappear and never update its StatusFlags any more! + } + else if (action == ImGuiTestAction_Uncheck) + { + IM_ASSERT(action_arg == NULL); // Unused + if ((item->StatusFlags & ImGuiItemStatusFlags_Checkable) && (item->StatusFlags & ImGuiItemStatusFlags_Checked)) + { + ItemClick(ref, 0, flags); + } + ItemVerifyCheckedIfAlive(ref, false); // We can't just IM_ASSERT(ItemIsChecked()) because the item may disappear and never update its StatusFlags any more! + } + + //if (is_wildcard) + Engine->FindByLabelTask.InFilterItemStatusFlags = ImGuiItemStatusFlags_None; +} + +void ImGuiTestContext::ItemActionAll(ImGuiTestAction action, ImGuiTestRef ref_parent, const ImGuiTestActionFilter* filter) +{ + int max_depth = filter ? filter->MaxDepth : -1; + if (max_depth == -1) + max_depth = 99; + int max_passes = filter ? filter->MaxPasses : -1; + if (max_passes == -1) + max_passes = 99; + IM_ASSERT(max_depth > 0 && max_passes > 0); + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ItemActionAll() %s", GetActionName(action)); + + if (!ref_parent.IsEmpty()) + { + // Open parent's parents + ImGuiTestItemInfo* parent_info = ItemInfoOpenFullPath(ref_parent); + if (parent_info->ID != 0) + { + // Open parent + if (action == ImGuiTestAction_Open) + if ((parent_info->StatusFlags & ImGuiItemStatusFlags_Openable) && (parent_info->InFlags & ImGuiItemFlags_Disabled) == 0) + ItemOpen(ref_parent, ImGuiTestOpFlags_NoError); + } + } + + // Find child items + int actioned_total = 0; + for (int pass = 0; pass < max_passes; pass++) + { + ImGuiTestItemList items; + GatherItems(&items, ref_parent, max_depth); + //LogItemList(&items); + + // Find deep most items + int highest_depth = -1; + if (action == ImGuiTestAction_Close) + for (auto& item : items) + if ((item.StatusFlags & ImGuiItemStatusFlags_Openable) && (item.StatusFlags & ImGuiItemStatusFlags_Opened)) // Not checking Disabled state here + highest_depth = ImMax(highest_depth, item.Depth); + + const int actioned_total_at_beginning_of_pass = actioned_total; + + // Process top-to-bottom in most cases + int scan_start = 0; + int scan_end = items.GetSize(); + int scan_dir = +1; + if (action == ImGuiTestAction_Close) + { + // Close bottom-to-top because + // 1) it is more likely to handle same-depth parent/child relationship better (e.g. CollapsingHeader) + // 2) it gives a nicer sense of symmetry with the corresponding open operation. + scan_start = items.GetSize() - 1; + scan_end = -1; + scan_dir = -1; + } + + int processed_count_per_depth[8]; + memset(processed_count_per_depth, 0, sizeof(processed_count_per_depth)); + + for (int n = scan_start; n != scan_end; n += scan_dir) + { + if (IsError()) + break; + + const ImGuiTestItemInfo& item = *items[n]; + + if (filter && filter->RequireAllStatusFlags != 0) + if ((item.StatusFlags & filter->RequireAllStatusFlags) != filter->RequireAllStatusFlags) + continue; + + if (filter && filter->RequireAnyStatusFlags != 0) + if ((item.StatusFlags & filter->RequireAnyStatusFlags) != 0) + continue; + + if (filter && filter->MaxItemCountPerDepth != NULL) + { + if (item.Depth < IM_ARRAYSIZE(processed_count_per_depth)) + { + if (processed_count_per_depth[item.Depth] >= filter->MaxItemCountPerDepth[item.Depth]) + continue; + processed_count_per_depth[item.Depth]++; + } + } + + switch (action) + { + case ImGuiTestAction_Hover: + case ImGuiTestAction_Click: + ItemAction(action, item.ID); + actioned_total++; + break; + case ImGuiTestAction_Check: + if ((item.StatusFlags & ImGuiItemStatusFlags_Checkable) && !(item.StatusFlags & ImGuiItemStatusFlags_Checked)) + if ((item.InFlags & ImGuiItemFlags_Disabled) == 0) + { + ItemAction(action, item.ID); + actioned_total++; + } + break; + case ImGuiTestAction_Uncheck: + if ((item.StatusFlags & ImGuiItemStatusFlags_Checkable) && (item.StatusFlags & ImGuiItemStatusFlags_Checked)) + if ((item.InFlags & ImGuiItemFlags_Disabled) == 0) + { + ItemAction(action, item.ID); + actioned_total++; + } + break; + case ImGuiTestAction_Open: + if ((item.StatusFlags & ImGuiItemStatusFlags_Openable) && !(item.StatusFlags & ImGuiItemStatusFlags_Opened)) + if ((item.InFlags & ImGuiItemFlags_Disabled) == 0) + { + ItemAction(action, item.ID); + actioned_total++; + } + break; + case ImGuiTestAction_Close: + if (item.Depth == highest_depth && (item.StatusFlags & ImGuiItemStatusFlags_Openable) && (item.StatusFlags & ImGuiItemStatusFlags_Opened)) + if ((item.InFlags & ImGuiItemFlags_Disabled) == 0) + { + ItemClose(item.ID); + actioned_total++; + } + break; + default: + IM_ASSERT(0); + } + } + + if (IsError()) + break; + + if (action == ImGuiTestAction_Hover) + break; + if (actioned_total_at_beginning_of_pass == actioned_total) + break; + } + LogDebug("%s %d items in total!", GetActionVerb(action), actioned_total); +} + +void ImGuiTestContext::ItemOpenAll(ImGuiTestRef ref_parent, int max_depth, int max_passes) +{ + ImGuiTestActionFilter filter; + filter.MaxDepth = max_depth; + filter.MaxPasses = max_passes; + ItemActionAll(ImGuiTestAction_Open, ref_parent, &filter); +} + +void ImGuiTestContext::ItemCloseAll(ImGuiTestRef ref_parent, int max_depth, int max_passes) +{ + ImGuiTestActionFilter filter; + filter.MaxDepth = max_depth; + filter.MaxPasses = max_passes; + ItemActionAll(ImGuiTestAction_Close, ref_parent, &filter); +} + +void ImGuiTestContext::ItemInputValue(ImGuiTestRef ref, int value) +{ + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", value); + ItemInput(ref); + KeyCharsReplaceEnter(buf); +} +void ImGuiTestContext::ItemInputValue(ImGuiTestRef ref, float value) +{ + char buf[32]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "%f", value); + ItemInput(ref); + KeyCharsReplaceEnter(buf); +} + +void ImGuiTestContext::ItemInputValue(ImGuiTestRef ref, const char* value) +{ + ItemInput(ref); + KeyCharsReplaceEnter(value); +} + +void ImGuiTestContext::ItemHold(ImGuiTestRef ref, float time) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ItemHold '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + MouseMove(ref); + + Yield(); + Inputs->MouseButtonsValue = (1 << 0); + Sleep(time); + Inputs->MouseButtonsValue = 0; + Yield(); +} + +void ImGuiTestContext::ItemHoldForFrames(ImGuiTestRef ref, int frames) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ItemHoldForFrames '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + MouseMove(ref); + Yield(); + Inputs->MouseButtonsValue = (1 << 0); + Yield(frames); + Inputs->MouseButtonsValue = 0; + Yield(); +} + +// Used to test opening containers (TreeNode, Tabs) while dragging a payload +void ImGuiTestContext::ItemDragOverAndHold(ImGuiTestRef ref_src, ImGuiTestRef ref_dst) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestItemInfo* item_src = ItemInfo(ref_src); + ImGuiTestItemInfo* item_dst = ItemInfo(ref_dst); + ImGuiTestRefDesc desc_src(ref_src, item_src); + ImGuiTestRefDesc desc_dst(ref_dst, item_dst); + LogDebug("ItemDragOverAndHold %s to %s", desc_src.c_str(), desc_dst.c_str()); + + MouseMove(ref_src, ImGuiTestOpFlags_NoCheckHoveredId); + SleepStandard(); + MouseDown(0); + + // Enforce lifting drag threshold even if both item are exactly at the same location. + MouseLiftDragThreshold(); + + MouseMove(ref_dst, ImGuiTestOpFlags_NoCheckHoveredId); + SleepNoSkip(1.0f, 1.0f / 10.0f); + MouseUp(0); +} + +void ImGuiTestContext::ItemDragAndDrop(ImGuiTestRef ref_src, ImGuiTestRef ref_dst, ImGuiMouseButton button) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestItemInfo* item_src = ItemInfo(ref_src); + ImGuiTestItemInfo* item_dst = ItemInfo(ref_dst); + ImGuiTestRefDesc desc_src(ref_src, item_src); + ImGuiTestRefDesc desc_dst(ref_dst, item_dst); + LogDebug("ItemDragAndDrop %s to %s", desc_src.c_str(), desc_dst.c_str()); + + // Try to keep destination window above other windows. MouseMove() operation will avoid focusing destination window + // as that may steal ActiveID and break operation. + // FIXME-TESTS: This does not handle a case where source and destination windows overlap. + if (item_dst->Window != NULL) + WindowBringToFront(item_dst->Window->ID); + + // Use item_src/item_dst instead of ref_src/ref_dst so references with e.g. //$FOCUSED are latched once in the ItemInfo() call. + MouseMove(item_src->ID, ImGuiTestOpFlags_NoCheckHoveredId); + SleepStandard(); + MouseDown(button); + + // Enforce lifting drag threshold even if both item are exactly at the same location. + MouseLiftDragThreshold(); + + MouseMove(item_dst->ID, ImGuiTestOpFlags_NoCheckHoveredId | ImGuiTestOpFlags_NoFocusWindow); + SleepStandard(); + MouseUp(button); +} + +void ImGuiTestContext::ItemDragWithDelta(ImGuiTestRef ref_src, ImVec2 pos_delta) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestItemInfo* item_src = ItemInfo(ref_src); + ImGuiTestRefDesc desc_src(ref_src, item_src); + LogDebug("ItemDragWithDelta %s to (%f, %f)", desc_src.c_str(), pos_delta.x, pos_delta.y); + + MouseMove(ref_src, ImGuiTestOpFlags_NoCheckHoveredId); + SleepStandard(); + MouseDown(0); + + MouseMoveToPos(UiContext->IO.MousePos + pos_delta); + SleepStandard(); + MouseUp(0); +} + +bool ImGuiTestContext::ItemExists(ImGuiTestRef ref) +{ + ImGuiTestItemInfo* item = ItemInfo(ref, ImGuiTestOpFlags_NoError); + return item->ID != 0; +} + +// May want to add support for ImGuiTestOpFlags_NoError if item does not exist? +bool ImGuiTestContext::ItemIsChecked(ImGuiTestRef ref) +{ + ImGuiTestItemInfo* item = ItemInfo(ref); + return (item->StatusFlags & ImGuiItemStatusFlags_Checked) != 0; +} + +// May want to add support for ImGuiTestOpFlags_NoError if item does not exist? +bool ImGuiTestContext::ItemIsOpened(ImGuiTestRef ref) +{ + ImGuiTestItemInfo* item = ItemInfo(ref); + return (item->StatusFlags & ImGuiItemStatusFlags_Opened) != 0; +} + +void ImGuiTestContext::ItemVerifyCheckedIfAlive(ImGuiTestRef ref, bool checked) +{ + // This is designed to deal with disappearing items which will not update their state, + // e.g. a checkable menu item in a popup which closes when checked. + // Otherwise ItemInfo() data is preserved for an additional frame. + Yield(); + ImGuiTestItemInfo* item = ItemInfo(ref, ImGuiTestOpFlags_NoError); + if (item->ID == 0) + return; + if (item->TimestampMain + 1 >= ImGuiTestEngine_GetFrameCount(Engine) && item->TimestampStatus == item->TimestampMain) + IM_CHECK_SILENT(((item->StatusFlags & ImGuiItemStatusFlags_Checked) != 0) == checked); +} + +// FIXME-TESTS: Could this be handled by ItemClose()? +void ImGuiTestContext::TabClose(ImGuiTestRef ref) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("TabClose '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + // Move into first, then click close button as it appears + MouseMove(ref); + ImGuiTestRef backup_ref = GetRef(); + SetRef(GetID(ref)); + ItemClick("#CLOSE"); + SetRef(backup_ref); +} + +bool ImGuiTestContext::TabBarCompareOrder(ImGuiTabBar* tab_bar, const char** tab_order) +{ + if (IsError()) + return false; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("TabBarCompareOrder"); + IM_CHECK_SILENT_RETV(tab_bar != NULL, false); + + // Display + char buf[256]; + char* buf_end = buf + IM_ARRAYSIZE(buf); + + char* p = buf; + for (int i = 0; i < tab_bar->Tabs.Size; i++) + p += ImFormatString(p, buf_end - p, "%s\"%s\"", i ? ", " : " ", ImGui::TabBarGetTabName(tab_bar, &tab_bar->Tabs[i])); + LogDebug(" Current {%s }", buf); + + p = buf; + for (int i = 0; tab_order[i] != NULL; i++) + p += ImFormatString(p, buf_end - p, "%s\"%s\"", i ? ", " : " ", tab_order[i]); + LogDebug(" Expected {%s }", buf); + + // Compare + for (int i = 0; tab_order[i] != NULL; i++) + { + if (i >= tab_bar->Tabs.Size) + return false; + const char* current = ImGui::TabBarGetTabName(tab_bar, &tab_bar->Tabs[i]); + const char* expected = tab_order[i]; + if (strcmp(current, expected) != 0) + return false; + } + return true; +} + + +void ImGuiTestContext::MenuAction(ImGuiTestAction action, ImGuiTestRef ref) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("MenuAction '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + IM_ASSERT(ref.Path != NULL); + + // MenuAction() doesn't support **/ in most case it would be equivalent to opening all menus to "search". + // [01] Works: + // MenuClick("File/New"): + // [02] Works: + // MenuClick("File"); + // MenuClick("File/New"); + // [03] Works: + // MenuClick("File"); + // ItemClick("**/New"); + // [04] Doesn't work: (may work in the future) + // MenuClick("File"); + // MenuClick("**/New"); + // [05] Doesn't work: (unlikely to ever work) + // MenuClick("**/New"); + if (strncmp(ref.Path, "**/", 3) == 0) + { + LogError("\"**/\" is not yet supported by MenuAction()."); + return; + } + + int depth = 0; + const char* path = ref.Path; + const char* path_end = path + strlen(path); + + ImGuiWindow* ref_window = NULL; + if (path[0] == '/' && path[1] == '/') + { + const char* end = strstr(path + 2, "/"); + IM_CHECK_SILENT(end != NULL); // Menu interaction without any menus specified in ref. + Str64 window_name; + window_name.append(path, end); + ref_window = GetWindowByRef(GetID(window_name.c_str())); + path = end + 1; + if (ref_window == NULL) + LogError("MenuAction: missing ref window (invalid name \"//%s\" ?", window_name.c_str()); + } + else if (RefID) + { + ref_window = GetWindowByRef(RefID); + if (ref_window == NULL) + LogError("MenuAction: missing ref window (invalid SetRef value?)"); + } + IM_CHECK_SILENT(ref_window != NULL); // A ref window must always be set + + ImGuiWindow* current_window = ref_window; + Str128 buf; + while (path < path_end && !IsError()) + { + const char* p = ImStrchrRangeWithEscaping(path, path_end, '/'); + if (p == NULL) + p = path_end; + + const bool is_target_item = (p == path_end); + if (current_window->Flags & ImGuiWindowFlags_MenuBar) + buf.setf("//%s/##menubar/%.*s", current_window->Name, (int)(p - path), path); // Click menu in menu bar + else + buf.setf("//%s/%.*s", current_window->Name, (int)(p - path), path); // Click sub menu in its own window + +#if IMGUI_VERSION_NUM < 18520 + if (depth == 0 && (current_window->Flags & ImGuiWindowFlags_Popup)) + depth++; +#endif + + ImGuiTestItemInfo* item = ItemInfo(buf.c_str()); + IM_CHECK_SILENT(item->ID != 0); + if ((item->StatusFlags & ImGuiItemStatusFlags_Opened) == 0) // Open menus can be ignored completely. + { + // We cannot move diagonally to a menu item because depending on the angle and other items we cross on our path we could close our target menu. + // First move horizontally into the menu, then vertically! + if (depth > 0) + { + IM_CHECK_SILENT(item != NULL); + item->RefCount++; + MouseSetViewport(item->Window); + if (depth > 1 && (Inputs->MousePosValue.x <= item->RectFull.Min.x || Inputs->MousePosValue.x >= item->RectFull.Max.x)) + MouseMoveToPos(ImVec2(item->RectFull.GetCenter().x, Inputs->MousePosValue.y)); + if (depth > 0 && (Inputs->MousePosValue.y <= item->RectFull.Min.y || Inputs->MousePosValue.y >= item->RectFull.Max.y)) + MouseMoveToPos(ImVec2(Inputs->MousePosValue.x, item->RectFull.GetCenter().y)); + item->RefCount--; + } + + if (is_target_item) + { + // Final item + ItemAction(action, buf.c_str()); + break; + } + else + { + // Then aim at the menu item. Menus may be navigated by holding mouse button down by hovering a menu. + ItemAction(Inputs->MouseButtonsValue ? ImGuiTestAction_Hover : ImGuiTestAction_Click, buf.c_str()); + } + } + current_window = GetWindowByRef(Str16f("##Menu_%02d", depth).c_str()); + IM_CHECK_SILENT(current_window != NULL); + + path = p + 1; + depth++; + } +} + +void ImGuiTestContext::MenuActionAll(ImGuiTestAction action, ImGuiTestRef ref_parent) +{ + ImGuiTestItemList items; + MenuAction(ImGuiTestAction_Open, ref_parent); + GatherItems(&items, "//$FOCUSED", 1); + //LogItemList(&items); + + for (auto item : items) + { + MenuAction(ImGuiTestAction_Open, ref_parent); // We assume that every interaction will close the menu again + + if (action == ImGuiTestAction_Check || action == ImGuiTestAction_Uncheck) + { + ImGuiTestItemInfo* info2 = ItemInfo(item.ID); // refresh info + if ((info2->InFlags & ImGuiItemFlags_Disabled) != 0) // FIXME: Report disabled state in log? Make that optional? + continue; + if ((info2->StatusFlags & ImGuiItemStatusFlags_Checkable) == 0) + continue; + } + + ItemAction(action, item.ID); + } +} + +static bool IsWindowACombo(ImGuiWindow* window) +{ + if ((window->Flags & ImGuiWindowFlags_Popup) == 0) + return false; + if (strncmp(window->Name, "##Combo_", strlen("##Combo_")) != 0) + return false; + return true; +} + +void ImGuiTestContext::ComboClick(ImGuiTestRef ref) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ComboClick '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + IM_ASSERT(ref.Path != NULL); + + const char* path = ref.Path; + const char* path_end = path + strlen(path); + + const char* p = ImStrchrRangeWithEscaping(path, path_end, '/'); + Str128f combo_popup_buf = Str128f("%.*s", (int)(p-path), path); + ItemClick(combo_popup_buf.c_str()); + + ImGuiWindow* popup = GetWindowByRef("//$FOCUSED"); + IM_CHECK_SILENT(popup && IsWindowACombo(popup)); + + Str128f combo_item_buf = Str128f("//%s/**/%s", popup->Name, p + 1); + ItemClick(combo_item_buf.c_str()); +} + +void ImGuiTestContext::ComboClickAll(ImGuiTestRef ref_parent) +{ + ItemClick(ref_parent); + + ImGuiWindow* popup = GetWindowByRef("//$FOCUSED"); + IM_CHECK_SILENT(popup && IsWindowACombo(popup)); + + ImGuiTestItemList items; + GatherItems(&items, "//$FOCUSED"); + for (auto item : items) + { + ItemClick(ref_parent); // We assume that every interaction will close the combo again + ItemClick(item.ID); + } +} + +static ImGuiTableColumn* HelperTableFindColumnByName(ImGuiTable* table, const char* name) +{ + for (int i = 0; i < table->Columns.size(); i++) + if (strcmp(ImGui::TableGetColumnName(table, i), name) == 0) + return &table->Columns[i]; + return NULL; +} + +void ImGuiTestContext::TableOpenContextMenu(ImGuiTestRef ref, int column_n) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("TableOpenContextMenu '%s' %08X", ref.Path ? ref.Path : "NULL", ref.ID); + + ImGuiTable* table = ImGui::TableFindByID(GetID(ref)); + IM_CHECK_SILENT(table != NULL); + + if (column_n == -1) + column_n = table->RightMostEnabledColumn; + ItemClick(TableGetHeaderID(table, column_n), ImGuiMouseButton_Right); + Yield(); +} + +ImGuiSortDirection ImGuiTestContext::TableClickHeader(ImGuiTestRef ref, const char* label, ImGuiKeyChord key_mods) +{ + IM_ASSERT((key_mods & ~ImGuiMod_Mask_) == 0); // Cannot pass keys only mods + + ImGuiTable* table = ImGui::TableFindByID(GetID(ref)); + IM_CHECK_SILENT_RETV(table != NULL, ImGuiSortDirection_None); + + ImGuiTableColumn* column = HelperTableFindColumnByName(table, label); + IM_CHECK_SILENT_RETV(column != NULL, ImGuiSortDirection_None); + + if (key_mods != ImGuiMod_None) + KeyDown(key_mods); + + ItemClick(TableGetHeaderID(table, label), ImGuiMouseButton_Left); + + if (key_mods != ImGuiMod_None) + KeyUp(key_mods); + return (ImGuiSortDirection_)column->SortDirection; +} + +void ImGuiTestContext::TableSetColumnEnabled(ImGuiTestRef ref, const char* label, bool enabled) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("TableSetColumnEnabled '%s' %08X = %d", ref.Path ? ref.Path : "NULL", ref.ID, enabled); + + TableOpenContextMenu(ref); + + ImGuiTestRef backup_ref = GetRef(); + SetRef("//$FOCUSED"); + if (enabled) + ItemCheck(label); + else + ItemUncheck(label); + PopupCloseOne(); + SetRef(backup_ref); +} + +void ImGuiTestContext::TableResizeColumn(ImGuiTestRef ref, int column_n, float width) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("TableResizeColumn '%s' %08X column %d width %.2f", ref.Path ? ref.Path : "NULL", ref.ID, column_n, width); + + ImGuiTable* table = ImGui::TableFindByID(GetID(ref)); + IM_CHECK_SILENT(table != NULL); + + ImGuiID resize_id = ImGui::TableGetColumnResizeID(table, column_n); + float old_width = table->Columns[column_n].WidthGiven; + ItemDragWithDelta(resize_id, ImVec2(width - old_width, 0)); + + IM_CHECK_EQ(table->Columns[column_n].WidthRequest, width); +} + +const ImGuiTableSortSpecs* ImGuiTestContext::TableGetSortSpecs(ImGuiTestRef ref) +{ + ImGuiTable* table = ImGui::TableFindByID(GetID(ref)); + IM_CHECK_SILENT_RETV(table != NULL, NULL); + + ImGuiContext& g = *UiContext; + ImSwap(table, g.CurrentTable); + const ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs(); + ImSwap(table, g.CurrentTable); + return sort_specs; +} + +void ImGuiTestContext::WindowClose(ImGuiTestRef ref) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("WindowClose"); + ImGuiTestRef backup_ref = GetRef(); + SetRef(GetID(ref)); + +#ifdef IMGUI_HAS_DOCK + // When docked: first move to Tab to make Close Button appear. + if (ImGuiWindow* window = GetWindowByRef("")) + if (window->DockIsActive) + MouseMove(window->TabId); +#endif + + ItemClick("#CLOSE"); + SetRef(backup_ref); +} + +void ImGuiTestContext::WindowCollapse(ImGuiTestRef window_ref, bool collapsed) +{ + if (IsError()) + return; + ImGuiWindow* window = GetWindowByRef(window_ref); + if (window == NULL) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + if (window->Collapsed != collapsed) + { + LogDebug("WindowCollapse %d", collapsed); + ImGuiTestOpFlags backup_op_flags = OpFlags; + OpFlags |= ImGuiTestOpFlags_NoAutoUncollapse; + ImGuiTestRef backup_ref = GetRef(); + SetRef(window->ID); + ItemClick("#COLLAPSE"); + SetRef(backup_ref); + OpFlags = backup_op_flags; + Yield(); + IM_CHECK(window->Collapsed == collapsed); + } +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoError +void ImGuiTestContext::WindowFocus(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + ImGuiTestRefDesc desc(ref, NULL); + LogDebug("WindowFocus('%s')", desc.c_str()); + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + if (window) + { + ImGui::FocusWindow(window); // FIXME-TESTS-NOT_SAME_AS_END_USER: In theory should be replaced by click on title-bar or tab? + Yield(); + } + + // We cannot guarantee this will work 100% + // - Some modal inhibition may kick-in. + // - Because merely hovering an item may e.g. open a window or change focus. + // In particular this can be the case with MenuItem. So trying to Open a MenuItem may lead to its child opening while hovering, + // causing this function to seemingly fail (even if the end goal was reached). + ImGuiContext& g = *UiContext; + if ((window != g.NavWindow) && !(flags & ImGuiTestOpFlags_NoError)) + LogDebug("-- Expected focused window '%s', but '%s' got focus back.", window->Name, g.NavWindow ? g.NavWindow->Name : "<NULL>"); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoError +// - ImGuiTestOpFlags_NoFocusWindow +// FIXME: In principle most calls to this could be replaced by WindowFocus()? +void ImGuiTestContext::WindowBringToFront(ImGuiTestRef ref, ImGuiTestOpFlags flags) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + if (window != g.NavWindow && !(flags & ImGuiTestOpFlags_NoFocusWindow)) + { + LogDebug("WindowBringToFront()->FocusWindow('%s')", window->Name); + ImGui::FocusWindow(window); // FIXME-TESTS-NOT_SAME_AS_END_USER: In theory should be replaced by click on title-bar or tab? + Yield(2); + } + else if (window->RootWindow != g.Windows.back()->RootWindow) + { + LogDebug("BringWindowToDisplayFront('%s') (window.back=%s)", window->Name, g.Windows.back()->Name); + ImGui::BringWindowToDisplayFront(window); // FIXME-TESTS-NOT_SAME_AS_END_USER: This is not an actually possible action for end-user. + Yield(2); + } + + // Same as WindowFocus() + if ((window != g.NavWindow) && !(flags & ImGuiTestOpFlags_NoError)) + LogDebug("-- Expected focused window '%s', but '%s' got focus back.", window->Name, g.NavWindow ? g.NavWindow->Name : "<NULL>"); +} + +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoFocusWindow +void ImGuiTestContext::WindowMove(ImGuiTestRef ref, ImVec2 input_pos, ImVec2 pivot, ImGuiTestOpFlags flags) +{ + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("WindowMove %s (%.1f,%.1f) ", window->Name, input_pos.x, input_pos.y); + ImVec2 target_pos = ImFloor(input_pos - pivot * window->Size); + if (ImLengthSqr(target_pos - window->Pos) < 0.001f) + { + //MouseMoveToPos(window->Pos); //?? + return; + } + + if ((flags & ImGuiTestOpFlags_NoFocusWindow) == 0) + WindowFocus(window->ID); + WindowCollapse(window->ID, false); + + MouseSetViewport(window); + MouseMoveToPos(GetWindowTitlebarPoint(ref)); + //IM_CHECK_SILENT(UiContext->HoveredWindow == window); + MouseDown(0); + + // Disable docking +#ifdef IMGUI_HAS_DOCK + if (UiContext->IO.ConfigDockingWithShift) + KeyUp(ImGuiMod_Shift); + else + KeyDown(ImGuiMod_Shift); +#endif + + ImVec2 delta = target_pos - window->Pos; + MouseMoveToPos(Inputs->MousePosValue + delta); + Yield(); + + MouseUp(); +#ifdef IMGUI_HAS_DOCK + KeyUp(ImGuiMod_Shift); +#endif + MouseSetViewport(window); // Update in case window has changed viewport +} + +void ImGuiTestContext::WindowResize(ImGuiTestRef ref, ImVec2 size) +{ + if (IsError()) + return; + + ImGuiWindow* window = GetWindowByRef(ref); + IM_CHECK_SILENT(window != NULL); + size = ImFloor(size); + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("WindowResize %s (%.1f,%.1f)", window->Name, size.x, size.y); + if (ImLengthSqr(size - window->Size) < 0.001f) + return; + + WindowFocus(window->ID); + WindowCollapse(window->ID, false); + + // Extra yield as newly created window that have AutoFitFramesX/AutoFitFramesY set are temporarily not submitting their resize widgets. Give them a bit of slack. + Yield(); + + ImGuiID id = ImGui::GetWindowResizeCornerID(window, 0); + MouseMove(id, ImGuiTestOpFlags_IsSecondAttempt); + + if (size.x <= 0.0f || size.y <= 0.0f) + { + IM_ASSERT(size.x <= 0.0f && size.y <= 0.0f); + MouseDoubleClick(0); + Yield(); + } + else + { + MouseDown(0); + ImVec2 delta = size - window->Size; + MouseMoveToPos(Inputs->MousePosValue + delta); + Yield(); // At this point we don't guarantee the final size! + MouseUp(); + } + MouseSetViewport(window); // Update in case window has changed viewport +} + +void ImGuiTestContext::PopupCloseOne() +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("PopupCloseOne"); + ImGuiContext& g = *UiContext; + if (g.OpenPopupStack.Size > 0) + ImGui::ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); // FIXME-TESTS-NOT_SAME_AS_END_USER + Yield(); +} + +void ImGuiTestContext::PopupCloseAll() +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("PopupCloseAll"); + ImGuiContext& g = *UiContext; + if (g.OpenPopupStack.Size > 0) + ImGui::ClosePopupToLevel(0, true); // FIXME-TESTS-NOT_SAME_AS_END_USER + Yield(); +} + +// Match code in BeginPopupEx() +ImGuiID ImGuiTestContext::PopupGetWindowID(ImGuiTestRef ref) +{ + Str30f popup_name("//##Popup_%08x", GetID(ref)); + return GetID(popup_name.c_str()); +} + +#ifdef IMGUI_HAS_VIEWPORT +// Simulate a platform focus WITHOUT a click perceived by dear imgui. Similare to clicking on Platform title bar. +void ImGuiTestContext::ViewportPlatform_SetWindowFocus(ImGuiViewport* viewport) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ViewportPlatform_SetWindowFocus(0x%08X)", viewport->ID); + Inputs->Queue.push_back(ImGuiTestInput::ForViewportFocus(viewport->ID)); // Queued since this will poke into backend, best to do in main thread. + Yield(); // Submit to Platform + Yield(); // Let Dear ImGui next frame see it +} + +// Simulate a platform window closure. +void ImGuiTestContext::ViewportPlatform_CloseWindow(ImGuiViewport* viewport) +{ + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("ViewportPlatform_CloseWindow(0x%08X)", viewport->ID); + Inputs->Queue.push_back(ImGuiTestInput::ForViewportClose(viewport->ID)); // Queued since this will poke into backend, best to do in main thread. + Yield(); // Submit to Platform + Yield(3); // Let Dear ImGui next frame see it +} + +#endif + +#ifdef IMGUI_HAS_DOCK +// Note: unlike DockBuilder functions, for _nodes_ this require the node to be visible. +// Supported values for ImGuiTestOpFlags: +// - ImGuiTestOpFlags_NoFocusWindow +// FIXME-TESTS: USING ImGuiTestOpFlags_NoFocusWindow leads to increase of ForeignWindowsHideOverPos(), best to avoid +void ImGuiTestContext::DockInto(ImGuiTestRef src_id, ImGuiTestRef dst_id, ImGuiDir split_dir, bool split_outer, ImGuiTestOpFlags flags) +{ + ImGuiContext& g = *UiContext; + if (IsError()) + return; + + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + + ImGuiWindow* window_src = GetWindowByRef(src_id); + ImGuiWindow* window_dst = GetWindowByRef(dst_id); + ImGuiDockNode* node_src = ImGui::DockBuilderGetNode(GetID(src_id)); + ImGuiDockNode* node_dst = ImGui::DockBuilderGetNode(GetID(dst_id)); + IM_CHECK_SILENT((window_src != NULL) != (node_src != NULL)); // Src must be either a window either a node + IM_CHECK_SILENT((window_dst != NULL) != (node_dst != NULL)); // Dst must be either a window either a node + + // Infer node from window. Not the opposite as docking a node would imply docking all of it. + if (node_src) + window_src = node_src->HostWindow; + if (node_dst) + window_dst = node_dst->HostWindow; + + Str128f log("DockInto() Src: %s '%s' (0x%08X), Dst: %s '%s' (0x%08X), SplitDir = %d", + node_src ? "node" : "window", node_src ? "" : window_src->Name, node_src ? node_src->ID : window_src->ID, + node_dst ? "node" : "window", node_dst ? "" : window_dst->Name, node_dst ? node_dst->ID : window_dst->ID, split_dir); + LogDebug("%s", log.c_str()); + + IM_CHECK_SILENT(window_src != NULL); + IM_CHECK_SILENT(window_dst != NULL); + IM_CHECK_SILENT(window_src->WasActive); + IM_CHECK_SILENT(window_dst->WasActive); + + // Avoid focusing if we don't need it (this facilitate avoiding focus flashing when recording animated gifs) + if (!(flags & ImGuiTestOpFlags_NoFocusWindow)) + { + if (g.Windows[g.Windows.Size - 2] != window_dst) + WindowFocus(window_dst->ID); + if (g.Windows[g.Windows.Size - 1] != window_src) + WindowFocus(window_src->ID); + } + + // Aim at title bar or tab or node grab + ImGuiTestRef ref_src; + if (node_src) + ref_src = ImGui::DockNodeGetWindowMenuButtonId(node_src); // Whole node grab + else + ref_src = (window_src->DockIsActive ? window_src->TabId : window_src->MoveId); // FIXME-TESTS FIXME-DOCKING: Identify tab + MouseMove(ref_src, ImGuiTestOpFlags_NoCheckHoveredId); + SleepStandard(); + + // Start dragging source, so it gets undocked already, because we calculate target position + // (Consider the possibility that dragging this out will move target position) + MouseDown(0); + if (g.IO.ConfigDockingWithShift) + KeyDown(ImGuiMod_Shift); + MouseLiftDragThreshold(); + if (window_src->DockIsActive) + MouseMoveToPos(g.IO.MousePos + ImVec2(0, ImGui::GetFrameHeight() * 2.0f)); + // (Button still held) + + // Locate target + ImVec2 drop_pos; + bool drop_is_valid = ImGui::DockContextCalcDropPosForDocking(window_dst, node_dst, window_src, node_src, split_dir, split_outer, &drop_pos); + IM_CHECK_SILENT(drop_is_valid); + if (!drop_is_valid) + { + if (g.IO.ConfigDockingWithShift) + KeyUp(ImGuiMod_Shift); + return; + } + + // Ensure we can reach target + WindowTeleportToMakePosVisible(window_dst->ID, drop_pos); + ImGuiWindow* friend_windows[] = { window_src, window_dst, NULL }; + ForeignWindowsHideOverPos(drop_pos, friend_windows); + + // Drag + drop_is_valid = ImGui::DockContextCalcDropPosForDocking(window_dst, node_dst, window_src, node_src, split_dir, split_outer, &drop_pos); + IM_CHECK_SILENT(drop_is_valid); + MouseSetViewport(window_dst); + MouseMoveToPos(drop_pos); + if (node_src) + window_src = node_src->HostWindow; // Dragging a menu button may detach a node and create a new window. + IM_CHECK_SILENT(g.MovingWindow == window_src); + + Yield(2); // Docking to dockspace over viewport (needs extra frame) or moving a dock node to another node (needs two extra frames) fails in fast mode without this. + IM_CHECK_SILENT(g.HoveredWindowUnderMovingWindow && g.HoveredWindowUnderMovingWindow->RootWindowDockTree == window_dst->RootWindowDockTree); + + // Docking will happen on the mouse-up + const ImGuiID prev_dock_id = window_src->DockId; + const ImGuiID prev_dock_parent_id = (window_src->DockNode && window_src->DockNode->ParentNode) ? window_src->DockNode->ParentNode->ID : 0; + const ImGuiID prev_dock_node_as_host_id = window_src->DockNodeAsHost ? window_src->DockNodeAsHost->ID : 0; + + MouseUp(0); + + // Cool down + if (g.IO.ConfigDockingWithShift) + KeyUp(ImGuiMod_Shift); + ForeignWindowsUnhideAll(); + Yield(); + Yield(); + + // Verify docking has succeeded! It's not easy to write a full fledged test, let's go for a simple one. + if (!(flags & ImGuiTestOpFlags_NoError)) + { + const ImGuiID curr_dock_id = window_src->DockId; + const ImGuiID curr_dock_parent_id = (window_src->DockNode && window_src->DockNode->ParentNode) ? window_src->DockNode->ParentNode->ID : 0; + const ImGuiID curr_dock_node_as_host_id = window_src->DockNodeAsHost ? window_src->DockNodeAsHost->ID : 0; + IM_CHECK_SILENT((prev_dock_id != curr_dock_id) || (prev_dock_parent_id != curr_dock_parent_id) || (prev_dock_node_as_host_id != curr_dock_node_as_host_id)); + } +} + +void ImGuiTestContext::DockClear(const char* window_name, ...) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("DockClear"); + + va_list args; + va_start(args, window_name); + while (window_name != NULL) + { + ImGui::DockBuilderDockWindow(window_name, 0); + window_name = va_arg(args, const char*); + } + va_end(args); + + if (ActiveFunc == ImGuiTestActiveFunc_TestFunc) + Yield(2); // Give time to rebuild dock in case io.ConfigDockingAlwaysTabBar is set +} + +bool ImGuiTestContext::WindowIsUndockedOrStandalone(ImGuiWindow* window) +{ + if (window->DockNode == NULL) + return true; + return DockIdIsUndockedOrStandalone(window->DockId); +} + +bool ImGuiTestContext::DockIdIsUndockedOrStandalone(ImGuiID dock_id) +{ + if (dock_id == 0) + return true; + if (ImGuiDockNode* node = ImGui::DockBuilderGetNode(dock_id)) + if (node->IsFloatingNode() && node->IsLeafNode() && node->Windows.Size == 1) + return true; + return false; +} + +void ImGuiTestContext::DockNodeHideTabBar(ImGuiDockNode* node, bool hidden) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("DockNodeHideTabBar %d", hidden); + + ImGuiTestRef backup_ref = GetRef(); + if (hidden) + { + SetRef(node->HostWindow); + ItemClick(ImGui::DockNodeGetWindowMenuButtonId(node)); + ImGuiID popup_id = PopupGetWindowID(GetID("#WindowMenu", node->ID)); + SetRef(popup_id); +#if IMGUI_VERSION_NUM >= 18910 + ItemClick("###HideTabBar"); +#else + ItemClick("Hide tab bar"); +#endif + IM_CHECK_SILENT(node->IsHiddenTabBar()); + } + else + { + IM_CHECK_SILENT(node->VisibleWindow != NULL); + SetRef(node->VisibleWindow); + ItemClick("#UNHIDE", 0, ImGuiTestOpFlags_MoveToEdgeD | ImGuiTestOpFlags_MoveToEdgeR); + IM_CHECK_SILENT(!node->IsHiddenTabBar()); + } + SetRef(backup_ref); +} + +void ImGuiTestContext::UndockNode(ImGuiID dock_id) +{ + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("UndockNode 0x%08X", dock_id); + + ImGuiDockNode* node = ImGui::DockBuilderGetNode(dock_id); + if (node == NULL) + return; + if (node->IsFloatingNode()) + return; + if (node->Windows.empty()) + return; + + const float h = node->Windows[0]->TitleBarHeight(); + if (!UiContext->IO.ConfigDockingWithShift) + KeyDown(ImGuiMod_Shift); // Disable docking + ItemDragWithDelta(ImGui::DockNodeGetWindowMenuButtonId(node), ImVec2(h, h) * -2); + if (!UiContext->IO.ConfigDockingWithShift) + KeyUp(ImGuiMod_Shift); + MouseUp(); +} + +void ImGuiTestContext::UndockWindow(const char* window_name) +{ + IM_ASSERT(window_name != NULL); + IMGUI_TEST_CONTEXT_REGISTER_DEPTH(this); + LogDebug("UndockWindow \"%s\"", window_name); + + ImGuiWindow* window = GetWindowByRef(window_name); + if (!window->DockIsActive) + return; + + const float h = window->TitleBarHeight(); + if (!UiContext->IO.ConfigDockingWithShift) + KeyDown(ImGuiMod_Shift); + ItemDragWithDelta(window->TabId, ImVec2(h, h) * -2); + if (!UiContext->IO.ConfigDockingWithShift) + KeyUp(ImGuiMod_Shift); + Yield(); +} + +#endif // #ifdef IMGUI_HAS_DOCK + +//------------------------------------------------------------------------- +// ImGuiTestContext - Performance Tools +//------------------------------------------------------------------------- + +// Calculate the reference DeltaTime, averaged over PerfIterations/500 frames, with GuiFunc disabled. +void ImGuiTestContext::PerfCalcRef() +{ + LogDebug("Measuring ref dt..."); + RunFlags |= ImGuiTestRunFlags_GuiFuncDisable; + + ImMovingAverage<double> delta_times; + delta_times.Init(PerfIterations); + for (int n = 0; n < PerfIterations && !Abort; n++) + { + Yield(); + delta_times.AddSample(UiContext->IO.DeltaTime); + } + + PerfRefDt = delta_times.GetAverage(); + RunFlags &= ~ImGuiTestRunFlags_GuiFuncDisable; +} + +void ImGuiTestContext::PerfCapture(const char* category, const char* test_name, const char* csv_file) +{ + if (IsError()) + return; + + // Calculate reference average DeltaTime if it wasn't explicitly called by TestFunc + if (PerfRefDt < 0.0) + PerfCalcRef(); + IM_ASSERT(PerfRefDt >= 0.0); + + // Yield for the average to stabilize + LogDebug("Measuring GUI dt..."); + ImMovingAverage<double> delta_times; + delta_times.Init(PerfIterations); + for (int n = 0; n < PerfIterations && !Abort; n++) + { + Yield(); + delta_times.AddSample(UiContext->IO.DeltaTime); + } + if (Abort) + return; + + double dt_curr = delta_times.GetAverage(); + double dt_ref_ms = PerfRefDt * 1000; + double dt_delta_ms = (dt_curr - PerfRefDt) * 1000; + + const ImBuildInfo* build_info = ImBuildGetCompilationInfo(); + + // Display results + // FIXME-TESTS: Would be nice if we could submit a custom marker (e.g. branch/feature name) + LogInfo("[PERF] Conditions: Stress x%d, %s, %s, %s, %s, %s", + PerfStressAmount, build_info->Type, build_info->Cpu, build_info->OS, build_info->Compiler, build_info->Date); + LogInfo("[PERF] Result: %+6.3f ms (from ref %+6.3f)", dt_delta_ms, dt_ref_ms); + + ImGuiPerfToolEntry entry; + entry.Timestamp = Engine->BatchStartTime; + entry.Category = category ? category : Test->Category; + entry.TestName = test_name ? test_name : Test->Name; + entry.DtDeltaMs = dt_delta_ms; + entry.PerfStressAmount = PerfStressAmount; + entry.GitBranchName = EngineIO->GitBranchName; + entry.BuildType = build_info->Type; + entry.Cpu = build_info->Cpu; + entry.OS = build_info->OS; + entry.Compiler = build_info->Compiler; + entry.Date = build_info->Date; + ImGuiTestEngine_PerfToolAppendToCSV(Engine->PerfTool, &entry, csv_file); + + // Disable the "Success" message + RunFlags |= ImGuiTestRunFlags_NoSuccessMsg; +} + +//------------------------------------------------------------------------- |
