Files
Terminal.Gui/Tests/UnitTestsParallelizable/View/Layout/ScreenToTests.cs
Tig b0f32811eb Fixes #3930 - Splits tests to Tests/UnitTests, Tests/IntegrationTests, Tests/StressTests (#3954)
* Tons of API doc updates

* Removed stale test

* Removed stale tests

* Fixed Skipped Shadow test 1

* Fixed Skipped Shadow test 2

* Fixed Skipped Shadow test 3

* Removed stale test

* Removed stale test2

* Explicit unregister of event handler on Application.Driver!.ClearedContents

* Added Toplevels to dict

* code cleanup

* spelling error

* Removed stale test3

* Removed stale test4

* Removed stale test5

* added script

* tweaked script

* tweaked script

* Created StressTests project; moved some tests

* Created IntegrationTests project; moved some tests

* New yml

* made old yml just unit tests

* Tweaked Button_IsDefault_Raises_Accepted_Correctly

* tweaked script

* cleaned up ymls

* tweakled up ymls

* stress tests...

* stress tests on ubuntu only

* Fixed WindowsDriver in InvokeLeakTest

* Fixed WindowsDriver in InvokeLeakTest2

* Added Directory.Packages.props.
Added Directory.Build.props

* Shortened StressTest time

* Removed dupe file.

* DemoFiles

* Moved all tests to ./Tests dir.

* Fixed release build issue

* Fixed .sln file

* Fixed .sl* files

* Fixing ymls

* Fixing interation tests

* Create link to the file TestHelpers.

* Created Tests/UnitTestsParallelizable.
Moved all obviously parallelizable tests.
Updated yml.

* fixing logs

* fixing logs2

* fixing logs3

* don't require stress to pass for PRs

* Fix a failure?

* tweaked script

* Coudl this be it?

* Moved tons of tests to parallelizable

* Fixed some stuff

* Script to find duplicate tests

* Testing workflows

* Updated to v4

* Fix RelativeBasePath issue

* Replace powershell to pwsh

* Add ignore projects.

* Removed dupe unit tests

* Code cleanup of tests

* Cleaned up test warnings

* yml tweak

* Moved setter

* tweak ymls

* just randomly throwing spaghetti at a wall

* Enable runing 5 test runners in par

* Turned off DEBUG_DISPOSABLE for par tests

* RunningUnitTests=true

* code cleanup (forcing more Action runs)

* DISABLE_DEBUG_IDISPOSABLE

* Added View.DebugIDisposable. False by default.

* Remobed bogus tareet

* Remobed bogus tareet2

* fixed warning

* added api doc

* fixed warning

* fixed warning

* fixed warning2

* fixed warning3

* fixed warning4

---------

Co-authored-by: BDisp <bd.bdisp@gmail.com>
2025-03-05 23:44:27 -07:00

284 lines
11 KiB
C#

namespace Terminal.Gui.LayoutTests;
/// <summary>Tests for view coordinate mapping (e.g. <see cref="View.ScreenToFrame"/> etc...).</summary>
public class ScreenToTests
{
/// <summary>
/// Tests that screen to view mapping works correctly when the view has no superview and there ARE Adornments on the
/// view.
/// </summary>
[Theory]
[InlineData (0, 0, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1, 1)]
[InlineData (0, 0, 9, 9, 9, 9)]
[InlineData (0, 0, 11, 11, 11, 11)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -1, -1)]
[InlineData (1, 1, 1, 1, 0, 0)]
[InlineData (1, 1, 9, 9, 8, 8)]
[InlineData (1, 1, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToFrame_NoSuper_HasAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var view = new View
{
X = viewX,
Y = viewY,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
view.Layout ();
Point actual = view.ScreenToFrame (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>
/// Tests that screen to view mapping works correctly when the view has no superview and there are no Adornments on
/// the view.
/// </summary>
[Theory]
[InlineData (0, 0, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1, 1)]
[InlineData (0, 0, 9, 9, 9, 9)]
[InlineData (0, 0, 11, 11, 11, 11)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -1, -1)]
[InlineData (1, 1, 1, 1, 0, 0)]
[InlineData (1, 1, 9, 9, 8, 8)]
[InlineData (1, 1, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToFrame_NoSuper_NoAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var view = new View { X = viewX, Y = viewY, Width = 10, Height = 10 };
view.Layout ();
Point actual = view.ScreenToFrame (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to view mapping works correctly when the view has as superview it DOES have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, -1, -1)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (0, 0, 1, 1, 0, 0)]
[InlineData (0, 0, 9, 9, 8, 8)]
[InlineData (0, 0, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -2, -2)]
[InlineData (1, 1, 1, 1, -1, -1)]
[InlineData (1, 1, 9, 9, 7, 7)]
[InlineData (1, 1, 11, 11, 9, 9)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToFrame_SuperHasAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View
{
X = 0,
Y = 0,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
var view = new View { X = viewX, Y = viewY, Width = 5, Height = 5 };
super.Add (view);
super.Layout ();
Point actual = view.ScreenToFrame (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to view mapping works correctly when the view has as superview it does not have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1, 1)]
[InlineData (0, 0, 9, 9, 9, 9)]
[InlineData (0, 0, 11, 11, 11, 11)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -1, -1)]
[InlineData (1, 1, 1, 1, 0, 0)]
[InlineData (1, 1, 9, 9, 8, 8)]
[InlineData (1, 1, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToView_SuperHasNoAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View { X = 0, Y = 0, Width = 10, Height = 10 };
var view = new View { X = viewX, Y = viewY, Width = 5, Height = 5 };
super.Add (view);
super.Layout ();
Point actual = view.ScreenToFrame (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to bounds mapping works correctly when the view has as superview it DOES have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, -2, -2)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (0, 0, 1, 1, -1, -1)]
[InlineData (0, 0, 9, 9, 7, 7)]
//[InlineData (0, 0, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
//[InlineData (1, 1, 0, 0, -2, -2)]
//[InlineData (1, 1, 1, 1, -1, -1)]
//[InlineData (1, 1, 9, 9, 7, 7)]
//[InlineData (1, 1, 11, 11, 9, 9)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToViewport_HasAdornments_Positive_Viewport (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View
{
X = 0,
Y = 0,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
var view = new View
{
X = viewX, Y = viewY, Width = 5, Height = 5,
BorderStyle = LineStyle.Single
};
view.SetContentSize (new (10, 10));
super.Add (view);
super.Layout ();
view.Viewport = view.Viewport with { Location = new (1, 1) };
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>
/// Tests that screen to bounds mapping works correctly when the view has no superview and there ARE Adornments on the
/// view.
/// </summary>
[Theory]
[InlineData (0, 0, 0, 0, -1, -1)]
[InlineData (0, 0, 1, 1, 0, 0)]
[InlineData (0, 0, 9, 9, 8, 8)]
[InlineData (0, 0, 11, 11, 10, 10)]
[InlineData (1, 1, 0, 0, -2, -2)]
[InlineData (1, 1, 1, 1, -1, -1)]
[InlineData (1, 1, 9, 9, 7, 7)]
[InlineData (1, 1, 11, 11, 9, 9)]
public void ScreenToViewport_NoSuper_HasAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var view = new View
{
X = viewX,
Y = viewY,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
view.Layout ();
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>
/// Tests that screen to bounds mapping works correctly when the view has no superview and there are no Adornments on
/// the view.
/// </summary>
[Theory]
[InlineData (0, 0, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1, 1)]
[InlineData (0, 0, 9, 9, 9, 9)]
[InlineData (0, 0, 11, 11, 11, 11)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -1, -1)]
[InlineData (1, 1, 1, 1, 0, 0)]
[InlineData (1, 1, 9, 9, 8, 8)]
[InlineData (1, 1, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToViewport_NoSuper_NoAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var view = new View { X = viewX, Y = viewY, Width = 10, Height = 10 };
view.Layout ();
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to bounds mapping works correctly when the view has as superview it DOES have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, -1, -1)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (0, 0, 1, 1, 0, 0)]
[InlineData (0, 0, 9, 9, 8, 8)]
[InlineData (0, 0, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -2, -2)]
[InlineData (1, 1, 1, 1, -1, -1)]
[InlineData (1, 1, 9, 9, 7, 7)]
[InlineData (1, 1, 11, 11, 9, 9)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToViewport_SuperHasAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View
{
X = 0,
Y = 0,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
var view = new View { X = viewX, Y = viewY, Width = 5, Height = 5 };
super.Add (view);
super.Layout ();
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to bounds mapping works correctly when the view has as superview it DOES have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, -1, -1)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (0, 0, 1, 1, 0, 0)]
[InlineData (0, 0, 9, 9, 8, 8)]
[InlineData (0, 0, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -2, -2)]
[InlineData (1, 1, 1, 1, -1, -1)]
[InlineData (1, 1, 9, 9, 7, 7)]
[InlineData (1, 1, 11, 11, 9, 9)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToViewport_SuperHasAdornments_Positive_Viewport (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View
{
X = 0,
Y = 0,
Width = 10,
Height = 10,
BorderStyle = LineStyle.Single
};
var view = new View { X = viewX, Y = viewY, Width = 5, Height = 5 };
view.SetContentSize (new (6, 6));
super.Add (view);
super.Layout ();
view.Viewport = new (1, 1, 5, 5);
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
/// <summary>Tests that screen to bounds mapping works correctly when the view has as superview it does not have Adornments</summary>
[Theory]
[InlineData (0, 0, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1, 1)]
[InlineData (0, 0, 9, 9, 9, 9)]
[InlineData (0, 0, 11, 11, 11, 11)] // it's ok for the view to return coordinates outside of its bounds
[InlineData (1, 1, 0, 0, -1, -1)]
[InlineData (1, 1, 1, 1, 0, 0)]
[InlineData (1, 1, 9, 9, 8, 8)]
[InlineData (1, 1, 11, 11, 10, 10)] // it's ok for the view to return coordinates outside of its bounds
public void ScreenToViewport_SuperHasNoAdornments (int viewX, int viewY, int x, int y, int expectedX, int expectedY)
{
var super = new View { X = 0, Y = 0, Width = 10, Height = 10 };
var view = new View { X = viewX, Y = viewY, Width = 5, Height = 5 };
super.Add (view);
super.Layout ();
Point actual = view.ScreenToViewport (new (x, y));
Assert.Equal (expectedX, actual.X);
Assert.Equal (expectedY, actual.Y);
}
}