zgui/libs/imgui_test_engine/imgui_te_context.h

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// dear imgui test engine
// (context when a running test + end user automation API)
// This is the main (if not only) interface that your Tests will be using.
#pragma once
#include "imgui.h"
#include "imgui_internal.h" // ImGuiAxis, ImGuiItemStatusFlags, ImGuiInputSource, ImGuiWindow
#include "imgui_te_engine.h" // ImGuiTestStatus, ImGuiTestRunFlags, ImGuiTestActiveFunc, ImGuiTestItemInfo, ImGuiTestLogFlags
/*
Index of this file:
// [SECTION] Header mess, warnings
// [SECTION] Forward declarations
// [SECTION] ImGuiTestRef
// [SECTION] Helper keys
// [SECTION] ImGuiTestContext related Flags/Enumerations
// [SECTION] ImGuiTestGenericVars, ImGuiTestGenericItemStatus
// [SECTION] ImGuiTestContext
// [SECTION] Debugging macros: IM_SUSPEND_TESTFUNC()
// [SECTION] Testing/Checking macros: IM_CHECK(), IM_ERRORF() etc.
*/
//-------------------------------------------------------------------------
// [SECTION] Header mess, warnings
//-------------------------------------------------------------------------
// Undo some of the damage done by <windows.h>
#ifdef Yield
#undef Yield
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#elif defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// [SECTION] Forward declarations
//-------------------------------------------------------------------------
// This file
typedef int ImGuiTestOpFlags; // Flags: See ImGuiTestOpFlags_
// External: imgui
struct ImGuiDockNode;
struct ImGuiTabBar;
struct ImGuiWindow;
// External: test engine
struct ImGuiTest; // A test registered with IM_REGISTER_TEST()
struct ImGuiTestEngine; // Test Engine Instance (opaque)
struct ImGuiTestEngineIO; // Test Engine IO structure (configuration flags, state)
struct ImGuiTestItemInfo; // Information gathered about an item: label, status, bounding box etc.
struct ImGuiTestItemList; // Result of an GatherItems() query
struct ImGuiTestInputs; // Test Engine Simulated Inputs structure (opaque)
struct ImGuiTestGatherTask; // Test Engine task for scanning/finding items
struct ImGuiCaptureArgs; // Parameters for ctx->CaptureXXX functions
enum ImGuiTestVerboseLevel : int;
//-------------------------------------------------------------------------
// [SECTION] ImGuiTestRef
//-------------------------------------------------------------------------
// Weak reference to an Item/Window given an hashed ID _or_ a string path ID.
// This is most often passed as argument to function and generally has a very short lifetime.
// Documentation: https://github.com/ocornut/imgui_test_engine/wiki/Named-References
// (SUGGESTION: add those constructors to "VA Step Filter" (Visual Assist) or a .natstepfilter file (Visual Studio) so they are skipped by F11 (StepInto)
struct IMGUI_API ImGuiTestRef
{
ImGuiID ID; // Pre-hashed ID
const char* Path; // Relative or absolute path (string pointed to, not owned, as our lifetime is very short)
ImGuiTestRef() { ID = 0; Path = NULL; }
ImGuiTestRef(ImGuiID id) { ID = id; Path = NULL; }
ImGuiTestRef(const char* path) { ID = 0; Path = path; }
bool IsEmpty() const { return ID == 0 && (Path == NULL || Path[0] == 0); }
};
// Debug helper to output a string showing the Path, ID or Debug Label based on what is available (some items only have ID as we couldn't find/store a Path)
// (The size is arbitrary, this is only used for logging info the user/debugger)
struct IMGUI_API ImGuiTestRefDesc
{
char Buf[80];
const char* c_str() { return Buf; }
ImGuiTestRefDesc(const ImGuiTestRef& ref, const ImGuiTestItemInfo* item);
};
//-------------------------------------------------------------------------
// [SECTION] ImGuiTestContext related Flags/Enumerations
//-------------------------------------------------------------------------
// Named actions. Generally you will call the named helpers e.g. ItemClick(). This is used by shared/low-level functions such as ItemAction().
enum ImGuiTestAction
{
ImGuiTestAction_Unknown = 0,
ImGuiTestAction_Hover, // Move mouse
ImGuiTestAction_Click, // Move mouse and click
ImGuiTestAction_DoubleClick, // Move mouse and double-click
ImGuiTestAction_Check, // Check item if unchecked (Checkbox, MenuItem or any widget reporting ImGuiItemStatusFlags_Checkable)
ImGuiTestAction_Uncheck, // Uncheck item if checked
ImGuiTestAction_Open, // Open item if closed (TreeNode, BeginMenu or any widget reporting ImGuiItemStatusFlags_Openable)
ImGuiTestAction_Close, // Close item if opened
ImGuiTestAction_Input, // Start text inputing into a field (e.g. CTRL+Click on Drags/Slider, click on InputText etc.)
ImGuiTestAction_NavActivate, // Activate item with navigation
ImGuiTestAction_COUNT
};
// Generic flags for many ImGuiTestContext functions
enum ImGuiTestOpFlags_
{
ImGuiTestOpFlags_None = 0,
ImGuiTestOpFlags_NoCheckHoveredId = 1 << 1, // Don't check for HoveredId after aiming for a widget. A few situations may want this: while e.g. dragging or another items prevents hovering, or for items that don't use ItemHoverable()
ImGuiTestOpFlags_NoError = 1 << 2, // Don't abort/error e.g. if the item cannot be found or the operation doesn't succeed.
ImGuiTestOpFlags_NoFocusWindow = 1 << 3, // Don't focus window when aiming at an item
ImGuiTestOpFlags_NoAutoUncollapse = 1 << 4, // Disable automatically uncollapsing windows (useful when specifically testing Collapsing behaviors)
ImGuiTestOpFlags_NoAutoOpenFullPath = 1 << 5, // Disable automatically opening intermediaries (e.g. ItemClick("Hello/OK") will automatically first open "Hello" if "OK" isn't found. Only works if ref is a string path.
ImGuiTestOpFlags_IsSecondAttempt = 1 << 6, // Used by recursing functions to indicate a second attempt
ImGuiTestOpFlags_MoveToEdgeL = 1 << 7, // Simple Dumb aiming helpers to test widget that care about clicking position. May need to replace will better functionalities.
ImGuiTestOpFlags_MoveToEdgeR = 1 << 8,
ImGuiTestOpFlags_MoveToEdgeU = 1 << 9,
ImGuiTestOpFlags_MoveToEdgeD = 1 << 10,
};
// Advanced filtering for ItemActionAll()
struct IMGUI_API ImGuiTestActionFilter
{
int MaxDepth;
int MaxPasses;
const int* MaxItemCountPerDepth;
ImGuiItemStatusFlags RequireAllStatusFlags;
ImGuiItemStatusFlags RequireAnyStatusFlags;
ImGuiTestActionFilter() { MaxDepth = -1; MaxPasses = -1; MaxItemCountPerDepth = NULL; RequireAllStatusFlags = RequireAnyStatusFlags = 0; }
};
//-------------------------------------------------------------------------
// [SECTION] ImGuiTestGenericVars, ImGuiTestGenericItemStatus
//-------------------------------------------------------------------------
// Helper struct to store various query-able state of an item.
// This facilitate interactions between GuiFunc and TestFunc, since those state are frequently used.
struct IMGUI_API ImGuiTestGenericItemStatus
{
int RetValue; // return value
int Hovered; // result of IsItemHovered()
int Active; // result of IsItemActive()
int Focused; // result of IsItemFocused()
int Clicked; // result of IsItemClicked()
int Visible; // result of IsItemVisible()
int Edited; // result of IsItemEdited()
int Activated; // result of IsItemActivated()
int Deactivated; // result of IsItemDeactivated()
int DeactivatedAfterEdit; // result of IsItemDeactivatedAfterEdit()
ImGuiTestGenericItemStatus() { Clear(); }
void Clear() { memset(this, 0, sizeof(*this)); }
void QuerySet(bool ret_val = false) { Clear(); QueryInc(ret_val); }
void QueryInc(bool ret_val = false) { RetValue += ret_val; Hovered += ImGui::IsItemHovered(); Active += ImGui::IsItemActive(); Focused += ImGui::IsItemFocused(); Clicked += ImGui::IsItemClicked(); Visible += ImGui::IsItemVisible(); Edited += ImGui::IsItemEdited(); Activated += ImGui::IsItemActivated(); Deactivated += ImGui::IsItemDeactivated(); DeactivatedAfterEdit += ImGui::IsItemDeactivatedAfterEdit(); }
};
// Generic structure with various storage fields.
// This is useful for tests to quickly share data between GuiFunc and TestFunc without creating custom data structure.
// If those fields are not enough: using test->SetVarsDataType<>() + ctx->GetVars<>() it is possible to store custom data.
struct IMGUI_API ImGuiTestGenericVars
{
// Generic storage with a bit of semantic to make user/test code look neater
int Step;
int Count;
ImGuiID DockId;
ImGuiID OwnerId;
ImGuiWindowFlags WindowFlags;
ImGuiTableFlags TableFlags;
ImGuiPopupFlags PopupFlags;
ImGuiTestGenericItemStatus Status;
bool ShowWindow1, ShowWindow2;
bool UseClipper;
bool UseViewports;
float Width;
ImVec2 Pos;
ImVec2 Size;
ImVec2 Pivot;
ImVec4 Color1, Color2;
// Generic unnamed storage
int Int1, Int2, IntArray[10];
float Float1, Float2, FloatArray[10];
bool Bool1, Bool2, BoolArray[10];
ImGuiID Id, IdArray[10];
char Str1[256], Str2[256];
ImGuiTestGenericVars() { Clear(); }
void Clear() { memset(this, 0, sizeof(*this)); }
};
//-------------------------------------------------------------------------
// [SECTION] ImGuiTestContext
// Context for a running ImGuiTest
// This is the interface that most tests will interact with.
//-------------------------------------------------------------------------
struct IMGUI_API ImGuiTestContext
{
// User variables
ImGuiTestGenericVars GenericVars; // Generic variables holder for convenience.
void* UserVars = NULL; // Access using ctx->GetVars<Type>(). Setup with test->SetVarsDataType<>().
// Public fields
ImGuiContext* UiContext = NULL; // UI context
ImGuiTestEngineIO* EngineIO = NULL; // Test Engine IO/settings
ImGuiTest* Test = NULL; // Test currently running
ImGuiTestOutput* TestOutput = NULL; // Test output (generally == &Test->Output)
ImGuiTestOpFlags OpFlags = ImGuiTestOpFlags_None; // Flags affecting all operation (supported: ImGuiTestOpFlags_NoAutoUncollapse)
int PerfStressAmount = 0; // Convenience copy of engine->IO.PerfStressAmount
int FrameCount = 0; // Test frame count (restarts from zero every time)
int FirstTestFrameCount = 0; // First frame where TestFunc is running (after warm-up frame). This is generally -1 or 0 depending on whether we have warm up enabled
bool FirstGuiFrame = false;
bool HasDock = false; // #ifdef IMGUI_HAS_DOCK expressed in an easier to test value
ImGuiCaptureArgs* CaptureArgs = NULL; // Capture settings used by ctx->Capture*() functions
//-------------------------------------------------------------------------
// [Internal Fields]
//-------------------------------------------------------------------------
ImGuiTestEngine* Engine = NULL;
ImGuiTestInputs* Inputs = NULL;
ImGuiTestRunFlags RunFlags = ImGuiTestRunFlags_None;
ImGuiTestActiveFunc ActiveFunc = ImGuiTestActiveFunc_None; // None/GuiFunc/TestFunc
double RunningTime = 0.0; // Amount of wall clock time the Test has been running. Used by safety watchdog.
int ActionDepth = 0; // Nested depth of ctx-> function calls (used to decorate log)
int CaptureCounter = 0; // Number of captures
int ErrorCounter = 0; // Number of errors (generally this maxxes at 1 as most functions will early out)
bool Abort = false;
double PerfRefDt = -1.0;
int PerfIterations = 400; // Number of frames for PerfCapture() measurements
char RefStr[256] = { 0 }; // Reference window/path over which all named references are based
ImGuiID RefID = 0; // Reference ID over which all named references are based
ImGuiID RefWindowID = 0; // ID of a window that contains RefID item
ImGuiInputSource InputMode = ImGuiInputSource_Mouse; // Prefer interacting with mouse/keyboard/gamepad
ImVector<char> Clipboard; // Private clipboard for the test instance
ImVector<ImGuiWindow*> ForeignWindowsToHide;
ImGuiTestItemInfo DummyItemInfoNull; // Storage for ItemInfoNull()
bool CachedLinesPrintedToTTY = false;
//-------------------------------------------------------------------------
// Public API
//-------------------------------------------------------------------------
// Main control
void RecoverFromUiContextErrors();
void Finish(ImGuiTestStatus status = ImGuiTestStatus_Success); // Set test status and stop running. Usually called when running test logic from GuiFunc() only.
ImGuiTestStatus RunChildTest(const char* test_name, ImGuiTestRunFlags flags = 0); // [Experimental] Run another test from the current test.
template <typename T> T& GetVars() { IM_ASSERT(UserVars != NULL); return *(T*)(UserVars); }// Campanion to using t->SetVarsDataType<>(). FIXME: Assert to compare sizes
// Main status queries
bool IsError() const { return TestOutput->Status == ImGuiTestStatus_Error || Abort; }
bool IsWarmUpGuiFrame() const { return FrameCount < FirstTestFrameCount; } // Unless test->Flags has ImGuiTestFlags_NoGuiWarmUp, we run GuiFunc() twice before running TestFunc(). Those frames are called "WarmUp" frames.
bool IsFirstGuiFrame() const { return FirstGuiFrame; }
bool IsFirstTestFrame() const { return FrameCount == FirstTestFrameCount; } // First frame where TestFunc is running (after warm-up frame).
bool IsGuiFuncOnly() const { return (RunFlags & ImGuiTestRunFlags_GuiFuncOnly) != 0; }
// Debugging
bool SuspendTestFunc(const char* file = NULL, int line = 0); // [DEBUG] Generally called via IM_SUSPEND_TESTFUNC
// Logging
void LogEx(ImGuiTestVerboseLevel level, ImGuiTestLogFlags flags, const char* fmt, ...) IM_FMTARGS(4);
void LogExV(ImGuiTestVerboseLevel level, ImGuiTestLogFlags flags, const char* fmt, va_list args) IM_FMTLIST(4);
void LogToTTY(ImGuiTestVerboseLevel level, const char* message, const char* message_end = NULL);
void LogToDebugger(ImGuiTestVerboseLevel level, const char* message);
void LogDebug(const char* fmt, ...) IM_FMTARGS(2); // ImGuiTestVerboseLevel_Debug or ImGuiTestVerboseLevel_Trace depending on context depth
void LogInfo(const char* fmt, ...) IM_FMTARGS(2); // ImGuiTestVerboseLevel_Info
void LogWarning(const char* fmt, ...) IM_FMTARGS(2); // ImGuiTestVerboseLevel_Warning
void LogError(const char* fmt, ...) IM_FMTARGS(2); // ImGuiTestVerboseLevel_Error
void LogBasicUiState();
void LogItemList(ImGuiTestItemList* list);
// Yield, Timing
void Yield(int count = 1);
void YieldUntil(int frame_count);
void Sleep(float time_in_second); // Sleep for a given simulation time, unless in Fast mode
void SleepShort(); // Standard short delay of io.ActionDelayShort (~0.15f), unless in Fast mode.
void SleepStandard(); // Standard regular delay of io.ActionDelayStandard (~0.40f), unless in Fast mode.
void SleepNoSkip(float time_in_second, float framestep_in_second);
// Base Reference
// - ItemClick("Window/Button") --> click "Window/Button"
// - SetRef("Window"), ItemClick("Button") --> click "Window/Button"
// - SetRef("Window"), ItemClick("/Button") --> click "Window/Button"
// - SetRef("Window"), ItemClick("//Button") --> click "/Button"
// - SetRef("//$FOCUSED"), ItemClick("Button") --> click "Button" in focused window.
// See https://github.com/ocornut/imgui_test_engine/wiki/Named-References about using ImGuiTestRef in all ImGuiTestContext functions.
// Note: SetRef() may take multiple frames to complete if specified ref is an item id.
void SetRef(ImGuiTestRef ref);
void SetRef(ImGuiWindow* window); // Shortcut to SetRef(window->Name) which works for ChildWindow (see code)
ImGuiTestRef GetRef();
// Windows
ImGuiTestItemInfo* WindowInfo(ImGuiTestRef window_ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void WindowClose(ImGuiTestRef window_ref);
void WindowCollapse(ImGuiTestRef window_ref, bool collapsed);
void WindowFocus(ImGuiTestRef window_ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void WindowBringToFront(ImGuiTestRef window_ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void WindowMove(ImGuiTestRef window_ref, ImVec2 pos, ImVec2 pivot = ImVec2(0.0f, 0.0f), ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void WindowResize(ImGuiTestRef window_ref, ImVec2 sz);
bool WindowTeleportToMakePosVisible(ImGuiTestRef window_ref, ImVec2 pos_in_window);
ImGuiWindow*GetWindowByRef(ImGuiTestRef window_ref);
// Popups
void PopupCloseOne();
void PopupCloseAll();
ImGuiID PopupGetWindowID(ImGuiTestRef ref);
// Get hash for a decorated ID Path.
// Note: for windows you may use WindowInfo()
ImGuiID GetID(ImGuiTestRef ref);
ImGuiID GetID(ImGuiTestRef ref, ImGuiTestRef seed_ref);
// Miscellaneous helpers
ImVec2 GetPosOnVoid(ImGuiViewport* viewport); // Find a point that has no windows // FIXME: This needs error return and flag to enable/disable forcefully finding void.
ImVec2 GetWindowTitlebarPoint(ImGuiTestRef window_ref); // Return a clickable point on window title-bar (window tab for docked windows).
ImVec2 GetMainMonitorWorkPos(); // Work pos and size of main viewport when viewports are disabled, or work pos and size of monitor containing main viewport when viewports are enabled.
ImVec2 GetMainMonitorWorkSize();
// Screenshot/Video Captures
void CaptureReset(); // Reset state (use when doing multiple captures)
void CaptureSetExtension(const char* ext); // Set capture file format (otherwise for video this default to EngineIO->VideoCaptureExtension)
bool CaptureAddWindow(ImGuiTestRef ref); // Add window to be captured (default to capture everything)
void CaptureScreenshotWindow(ImGuiTestRef ref, int capture_flags = 0); // Trigger a screen capture of a single window (== CaptureAddWindow() + CaptureScreenshot())
bool CaptureScreenshot(int capture_flags = 0); // Trigger a screen capture
bool CaptureBeginVideo(); // Start a video capture
bool CaptureEndVideo();
// Mouse inputs
void MouseMove(ImGuiTestRef ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void MouseMoveToPos(ImVec2 pos);
void MouseTeleportToPos(ImVec2 pos);
void MouseClick(ImGuiMouseButton button = 0);
void MouseClickMulti(ImGuiMouseButton button, int count);
void MouseDoubleClick(ImGuiMouseButton button = 0);
void MouseDown(ImGuiMouseButton button = 0);
void MouseUp(ImGuiMouseButton button = 0);
void MouseLiftDragThreshold(ImGuiMouseButton button = 0);
void MouseDragWithDelta(ImVec2 delta, ImGuiMouseButton button = 0);
void MouseWheel(ImVec2 delta);
void MouseWheelX(float dx) { MouseWheel(ImVec2(dx, 0.0f)); }
void MouseWheelY(float dy) { MouseWheel(ImVec2(0.0f, dy)); }
void MouseMoveToVoid(ImGuiViewport* viewport = NULL);
void MouseClickOnVoid(ImGuiMouseButton button = 0, ImGuiViewport* viewport = NULL);
ImGuiWindow*FindHoveredWindowAtPos(const ImVec2& pos);
bool FindExistingVoidPosOnViewport(ImGuiViewport* viewport, ImVec2* out);
// Mouse inputs: Viewports
// - This is automatically called by SetRef() and any mouse action taking an item reference (e.g. ItemClick("button"), MouseClick("button"))
// - But when using raw position directy e.g. MouseMoveToPos() / MouseTeleportToPos() without referring to the parent window before, this needs to be set.
void MouseSetViewport(ImGuiWindow* window);
void MouseSetViewportID(ImGuiID viewport_id);
// Keyboard inputs
void KeyDown(ImGuiKeyChord key_chord);
void KeyUp(ImGuiKeyChord key_chord);
void KeyPress(ImGuiKeyChord key_chord, int count = 1);
void KeyHold(ImGuiKeyChord key_chord, float time);
void KeySetEx(ImGuiKeyChord key_chord, bool is_down, float time);
void KeyChars(const char* chars); // Input characters
void KeyCharsAppend(const char* chars); // Input characters at end of field
void KeyCharsAppendEnter(const char* chars); // Input characters at end of field, press Enter
void KeyCharsReplace(const char* chars); // Delete existing field then input characters
void KeyCharsReplaceEnter(const char* chars); // Delete existing field then input characters, press Enter
// Navigation inputs
// FIXME: Need some redesign/refactoring:
// - This was initially intended to: replace mouse action with keyboard/gamepad
// - Abstract keyboard vs gamepad actions
// However this is widely inconsistent and unfinished at this point.
void SetInputMode(ImGuiInputSource input_mode); // Mouse or Keyboard or Gamepad. In Keyboard or Gamepad mode, actions such as ItemClick or ItemInput are using nav facilities instead of Mouse.
void NavMoveTo(ImGuiTestRef ref);
void NavActivate(); // Activate current selected item: activate button, tweak sliders/drags. Equivalent of pressing Space on keyboard, ImGuiKey_GamepadFaceUp on a gamepad.
void NavInput(); // Input into select item: input sliders/drags. Equivalent of pressing Enter on keyboard, ImGuiKey_GamepadFaceDown on a gamepad.
// Scrolling
void ScrollTo(ImGuiTestRef ref, ImGuiAxis axis, float scroll_v, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void ScrollToX(ImGuiTestRef ref, float scroll_x) { ScrollTo(ref, ImGuiAxis_X, scroll_x); }
void ScrollToY(ImGuiTestRef ref, float scroll_y) { ScrollTo(ref, ImGuiAxis_Y, scroll_y); }
void ScrollToTop(ImGuiTestRef ref);
void ScrollToBottom(ImGuiTestRef ref);
void ScrollToItem(ImGuiTestRef ref, ImGuiAxis axis, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
void ScrollToItemX(ImGuiTestRef ref);
void ScrollToItemY(ImGuiTestRef ref);
void ScrollToTabItem(ImGuiTabBar* tab_bar, ImGuiID tab_id);
bool ScrollErrorCheck(ImGuiAxis axis, float expected, float actual, int* remaining_attempts);
void ScrollVerifyScrollMax(ImGuiTestRef ref);
// Low-level queries
// - ItemInfo queries never returns a NULL pointer, instead they return an empty instance (info->IsEmpty(), info->ID == 0) and set contexted as errored.
// - You can use ImGuiTestOpFlags_NoError to do a query without marking context as errored. This is what ItemExists() does.
ImGuiTestItemInfo* ItemInfo(ImGuiTestRef ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
ImGuiTestItemInfo* ItemInfoOpenFullPath(ImGuiTestRef ref, ImGuiTestOpFlags flags = ImGuiTestOpFlags_None);
ImGuiID ItemInfoHandleWildcardSearch(const char* wildcard_prefix_start, const char* wildcard_prefix_end, const char* wildcard_suffix_start);
ImGuiTestItemInfo* ItemInfoNull();
void GatherItems(ImGuiTestItemList* out_list, ImGuiTestRef parent, int depth = -1);
// Item/Widgets manipulation
void ItemAction(ImGuiTestAction action, ImGuiTestRef ref, ImGuiTestOpFlags flags = 0, void* action_arg = NULL);
void ItemClick(ImGuiTestRef ref, ImGuiMouseButton button = 0, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Click, ref, flags, (void*)(size_t)button); }
void ItemDoubleClick(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_DoubleClick, ref, flags); }
void ItemCheck(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Check, ref, flags); }
void ItemUncheck(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Uncheck, ref, flags); }
void ItemOpen(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Open, ref, flags); }
void ItemClose(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Close, ref, flags); }
void ItemInput(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_Input, ref, flags); }
void ItemNavActivate(ImGuiTestRef ref, ImGuiTestOpFlags flags = 0) { ItemAction(ImGuiTestAction_NavActivate, ref, flags); }
bool ItemOpenFullPath(ImGuiTestRef);
// Item/Widgets: Batch actions over an entire scope
void ItemActionAll(ImGuiTestAction action, ImGuiTestRef ref_parent, const ImGuiTestActionFilter* filter = NULL);
void ItemOpenAll(ImGuiTestRef ref_parent, int depth = -1, int passes = -1);
void ItemCloseAll(ImGuiTestRef ref_parent, int depth = -1, int passes = -1);
// Item/Widgets: Helpers to easily set a value
void ItemInputValue(ImGuiTestRef ref, int v);
void ItemInputValue(ImGuiTestRef ref, float f);
void ItemInputValue(ImGuiTestRef ref, const char* str);
// Item/Widgets: Drag and Mouse operations
void ItemHold(ImGuiTestRef ref, float time);
void ItemHoldForFrames(ImGuiTestRef ref, int frames);
void ItemDragOverAndHold(ImGuiTestRef ref_src, ImGuiTestRef ref_dst);
void ItemDragAndDrop(ImGuiTestRef ref_src, ImGuiTestRef ref_dst, ImGuiMouseButton button = 0);
void ItemDragWithDelta(ImGuiTestRef ref_src, ImVec2 pos_delta);
// Item/Widgets: Status query
bool ItemExists(ImGuiTestRef ref);
bool ItemIsChecked(ImGuiTestRef ref);
bool ItemIsOpened(ImGuiTestRef ref);
void ItemVerifyCheckedIfAlive(ImGuiTestRef ref, bool checked);
// Helpers for Tab Bars widgets
void TabClose(ImGuiTestRef ref);
bool TabBarCompareOrder(ImGuiTabBar* tab_bar, const char** tab_order);
// Helpers for MenuBar and Menus widgets
// - e.g. MenuCheck("File/Options/Enable grid");
void MenuAction(ImGuiTestAction action, ImGuiTestRef ref);
void MenuActionAll(ImGuiTestAction action, ImGuiTestRef ref_parent);
void MenuClick(ImGuiTestRef ref) { MenuAction(ImGuiTestAction_Click, ref); }
void MenuCheck(ImGuiTestRef ref) { MenuAction(ImGuiTestAction_Check, ref); }
void MenuUncheck(ImGuiTestRef ref) { MenuAction(ImGuiTestAction_Uncheck, ref); }
void MenuCheckAll(ImGuiTestRef ref_parent) { MenuActionAll(ImGuiTestAction_Check, ref_parent); }
void MenuUncheckAll(ImGuiTestRef ref_parent) { MenuActionAll(ImGuiTestAction_Uncheck, ref_parent); }
// Helpers for Combo Boxes
void ComboClick(ImGuiTestRef ref);
void ComboClickAll(ImGuiTestRef ref);
// Helpers for Tables
void TableOpenContextMenu(ImGuiTestRef ref, int column_n = -1);
ImGuiSortDirection TableClickHeader(ImGuiTestRef ref, const char* label, ImGuiKeyChord key_mods = 0);
void TableSetColumnEnabled(ImGuiTestRef ref, const char* label, bool enabled);
void TableResizeColumn(ImGuiTestRef ref, int column_n, float width);
const ImGuiTableSortSpecs* TableGetSortSpecs(ImGuiTestRef ref);
// Viewports
// IMPORTANT: Those function may alter Platform state (unless using the "Mock Viewport" backend). Use carefully.
// Those are mostly useful to simulate OS actions and testing of viewport-specific features, may not be useful to most users.
#ifdef IMGUI_HAS_VIEWPORT
//void ViewportPlatform_SetWindowPos(ImGuiViewport* viewport, const ImVec2& pos);
//void ViewportPlatform_SetWindowSize(ImGuiViewport* viewport, const ImVec2& size);
void ViewportPlatform_SetWindowFocus(ImGuiViewport* viewport);
void ViewportPlatform_CloseWindow(ImGuiViewport* viewport);
#endif
// Docking
#ifdef IMGUI_HAS_DOCK
void DockClear(const char* window_name, ...);
void DockInto(ImGuiTestRef src_id, ImGuiTestRef dst_id, ImGuiDir split_dir = ImGuiDir_None, bool is_outer_docking = false, ImGuiTestOpFlags flags = 0);
void UndockNode(ImGuiID dock_id);
void UndockWindow(const char* window_name);
bool WindowIsUndockedOrStandalone(ImGuiWindow* window);
bool DockIdIsUndockedOrStandalone(ImGuiID dock_id);
void DockNodeHideTabBar(ImGuiDockNode* node, bool hidden);
#endif
// Performances Measurement (use along with Dear ImGui Perf Tool)
void PerfCalcRef();
void PerfCapture(const char* category = NULL, const char* test_name = NULL, const char* csv_file = NULL);
// Obsolete functions
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted 2022/10/11
ImGuiID GetIDByInt(int n); // Prefer using "$$123"
ImGuiID GetIDByInt(int n, ImGuiTestRef seed_ref);
ImGuiID GetIDByPtr(void* p); // Prefer using "$$(ptr)0xFFFFFFFF"
ImGuiID GetIDByPtr(void* p, ImGuiTestRef seed_ref);
// Obsoleted 2022/09/26
void KeyModDown(ImGuiModFlags mods) { KeyDown(mods); }
void KeyModUp(ImGuiModFlags mods) { KeyUp(mods); }
void KeyModPress(ImGuiModFlags mods) { KeyPress(mods); }
#endif
// [Internal]
// FIXME: Aim to remove this system...
void ForeignWindowsHideOverPos(ImVec2 pos, ImGuiWindow** ignore_list);
void ForeignWindowsUnhideAll();
};
//-------------------------------------------------------------------------
// [SECTION] Debugging macros (IM_SUSPEND_TESTFUNC)
//-------------------------------------------------------------------------
// Debug: Temporarily suspend TestFunc to let user interactively inspect the GUI state (user will need to press the "Continue" button to resume TestFunc execution)
#define IM_SUSPEND_TESTFUNC() do { if (ctx->SuspendTestFunc(__FILE__, __LINE__)) return; } while (0)
//-------------------------------------------------------------------------
// [SECTION] Testing/Checking macros: IM_CHECK(), IM_ERRORF() etc.
//-------------------------------------------------------------------------
// Helpers used by IM_CHECK_OP() macros.
// ImGuiTestEngine_GetTempStringBuilder() returns a shared instance of ImGuiTextBuffer to recycle memory allocations
template<typename T> void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, T v) { buf->append("???"); IM_UNUSED(v); } // FIXME-TESTS: Could improve with some template magic
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, const char* v) { buf->appendf("\"%s\"", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, bool v) { buf->append(v ? "true" : "false"); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImS8 v) { buf->appendf("%d", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImU8 v) { buf->appendf("%u", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImS16 v) { buf->appendf("%hd", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImU16 v) { buf->appendf("%hu", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImS32 v) { buf->appendf("%d", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImU32 v) { buf->appendf("0x%08X", v); } // Assuming ImGuiID
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImS64 v) { buf->appendf("%lld", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImU64 v) { buf->appendf("%llu", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, float v) { buf->appendf("%.3f", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, double v) { buf->appendf("%f", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImVec2 v) { buf->appendf("(%.3f, %.3f)", v.x, v.y); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, const void* v) { buf->appendf("%p", v); }
template<> inline void ImGuiTestEngineUtil_appendf_auto(ImGuiTextBuffer* buf, ImGuiWindow* v){ if (v) buf->appendf("\"%s\"", v->Name); else buf->append("NULL"); }
// We embed every macro in a do {} while(0) statement as a trick to allow using them as regular single statement, e.g. if (XXX) IM_CHECK(A); else IM_CHECK(B)
// We leave the IM_DEBUG_BREAK() outside of the check function to step out faster when using a debugger. It also has the benefit of being lighter than an IM_ASSERT().
#define IM_CHECK(_EXPR) do { bool res = (bool)(_EXPR); if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_None, res, #_EXPR)) { IM_DEBUG_BREAK(); } if (!res) return; } while (0)
#define IM_CHECK_NO_RET(_EXPR) do { bool res = (bool)(_EXPR); if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_None, res, #_EXPR)) { IM_DEBUG_BREAK(); } } while (0)
#define IM_CHECK_SILENT(_EXPR) do { bool res = (bool)(_EXPR); if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_SilentSuccess, res, #_EXPR)) { IM_DEBUG_BREAK(); } if (!res) return; } while (0)
#define IM_CHECK_RETV(_EXPR,_RETV) do { bool res = (bool)(_EXPR); if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_None, res, #_EXPR)) { IM_DEBUG_BREAK(); } if (!res) return _RETV; } while (0)
#define IM_CHECK_SILENT_RETV(_EXPR,_RETV) do { bool res = (bool)(_EXPR); if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_SilentSuccess, res, #_EXPR)) { IM_DEBUG_BREAK(); } if (!res) return _RETV; } while (0)
#define IM_ERRORF(_FMT,...) do { if (ImGuiTestEngine_Error(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_None, _FMT, __VA_ARGS__)) { IM_DEBUG_BREAK(); } } while (0)
#define IM_ERRORF_NOHDR(_FMT,...) do { if (ImGuiTestEngine_Error(NULL, NULL, 0, ImGuiTestCheckFlags_None, _FMT, __VA_ARGS__)) { IM_DEBUG_BREAK(); } } while (0)
// Those macros allow us to print out the values of both LHS and RHS expressions involved in a check.
#define IM_CHECK_OP(_LHS, _RHS, _OP, _RETURN) \
do \
{ \
auto __lhs = _LHS; /* Cache to avoid side effects */ \
auto __rhs = _RHS; \
bool __res = __lhs _OP __rhs; \
ImGuiTextBuffer* expr_buf = ImGuiTestEngine_GetTempStringBuilder(); \
expr_buf->append(#_LHS " ["); \
ImGuiTestEngineUtil_appendf_auto(expr_buf, __lhs); \
expr_buf->append("] " #_OP " " #_RHS " ["); \
ImGuiTestEngineUtil_appendf_auto(expr_buf, __rhs); \
expr_buf->append("]"); \
if (ImGuiTestEngine_Check(__FILE__, __func__, __LINE__, ImGuiTestCheckFlags_None, __res, expr_buf->c_str())) \
IM_ASSERT(__res); \
if (_RETURN && !__res) \
return; \
} while (0)
#define IM_CHECK_STR_OP(_LHS, _RHS, _OP, _RETURN, _FLAGS) \
do \
{ \
bool __res; \
if (ImGuiTestEngine_CheckStrOp(__FILE__, __func__, __LINE__, _FLAGS, #_OP, #_LHS, _LHS, #_RHS, _RHS, &__res)) \
IM_ASSERT(__res); \
if (_RETURN && !__res) \
return; \
} while (0)
// Scalar compares
#define IM_CHECK_EQ(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, ==, true) // Equal
#define IM_CHECK_NE(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, !=, true) // Not Equal
#define IM_CHECK_LT(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, < , true) // Less Than
#define IM_CHECK_LE(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, <=, true) // Less or Equal
#define IM_CHECK_GT(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, > , true) // Greater Than
#define IM_CHECK_GE(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, >=, true) // Greater or Equal
// Scalar compares, without return on failure
#define IM_CHECK_EQ_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, ==, false) // Equal
#define IM_CHECK_NE_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, !=, false) // Not Equal
#define IM_CHECK_LT_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, < , false) // Less Than
#define IM_CHECK_LE_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, <=, false) // Less or Equal
#define IM_CHECK_GT_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, > , false) // Greater Than
#define IM_CHECK_GE_NO_RET(_LHS, _RHS) IM_CHECK_OP(_LHS, _RHS, >=, false) // Greater or Equal
// String compares
#define IM_CHECK_STR_EQ(_LHS, _RHS) IM_CHECK_STR_OP(_LHS, _RHS, ==, true, ImGuiTestCheckFlags_None)
#define IM_CHECK_STR_NE(_LHS, _RHS) IM_CHECK_STR_OP(_LHS, _RHS, !=, true, ImGuiTestCheckFlags_None)
#define IM_CHECK_STR_EQ_NO_RET(_LHS, _RHS) IM_CHECK_STR_OP(_LHS, _RHS, ==, false, ImGuiTestCheckFlags_None)
#define IM_CHECK_STR_NE_NO_RET(_LHS, _RHS) IM_CHECK_STR_OP(_LHS, _RHS, !=, false, ImGuiTestCheckFlags_None)
#define IM_CHECK_STR_EQ_SILENT(_LHS, _RHS) IM_CHECK_STR_OP(_LHS, _RHS, ==, true, ImGuiTestCheckFlags_SilentSuccess)
// Floating point compares
#define IM_CHECK_FLOAT_EQ_EPS(_LHS, _RHS) IM_CHECK_LE(ImFabs(_LHS - (_RHS)), FLT_EPSILON) // Float Equal
#define IM_CHECK_FLOAT_NEAR(_LHS, _RHS, _EPS) IM_CHECK_LE(ImFabs(_LHS - (_RHS)), _EPS)
#define IM_CHECK_FLOAT_NEAR_NO_RET(_LHS, _RHS, _E) IM_CHECK_LE_NO_RET(ImFabs(_LHS - (_RHS)), _E)
//-------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#elif defined(__GNUC__)
#pragma GCC diagnostic pop
#endif