zgui/libs/imgui_test_engine/imgui_te_context.cpp

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// 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;
}
//-------------------------------------------------------------------------