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-rw-r--r--vendor/zgui/libs/imgui_test_engine/imgui_te_context.cpp3960
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;
+}
+
+//-------------------------------------------------------------------------