Files
Terminal.Gui/Tests/UnitTests/Views/ShortcutTests.cs
Tig 3e2eebfd2c Fixes #4057 - MASSIVE! Fully implements ColorScheme->Scheme + VisualRole + Colors.->SchemeManager. (#4062)
* touching publish.yml

* ColorScheme->Scheme

* ColorScheme->Scheme 2

* Prototype of GetAttributeForRole

* Badly broke CM

* Further Badly broke CM

* Refactored CM big-time. View still broken

* All unit test pass again. Tons added. CM is still WIP, but Schemes is not mostly refactored and working.

* Actually:
All unit test pass again.
Tons added.
CM is still WIP, but Schemes is not mostly refactored and working.

* Bug fixes.
DeepMemberWiseClone cleanup

* Further cleanup of Scope<T>, ConfigProperty, etc.

* Made ConfigManager thread safe.

* WIP: Broken

* WIP: new deep clone impl

* WIP: new deep clone impl is done. Now fixing CM

* WIP:
- config.md
- Working on AOT clean up
- Core CM is broken; but known.

* WIP

* Merged.
Removed CM from Application.Init

* WIP

* More WIP; Less broke

* All CM unit tests pass... Not sure if it actually works though

* All unit tests pass... Themes are broken though in UI Cat

* CM Ready for review?

* Fixed failures due to TextStyles PR

* Working on Scheme/Attribute

* Working on Scheme/Attribute 2

* Working on Scheme/Attribute 3

* Working on Scheme/Attribute 4

* Working on Scheme/Attribute 5

* Working on Scheme/Attribute 6

* Added test to show how awful memory usage is

* Improved schema. Updated config.json

* Nade Scope<T> concurrentdictionary and added test to prove

* Made Themes ConcrurrentDictionary. Added bunches of tests

* Code cleanup

* Code cleanup 2

* Code cleanup 3

* Tweaking Scheme

* ClearJsonErrors

* ClearJsonErrors2

* Updated Attribute API

* It all (mostly) works!

* Skip odd unit test

* Messed with Themes

* Theme tweaks

* Code reorg. New .md stuff

* Fixed Enabled. Added mock driver

* Fixed a bunch of View.Enabled related issues

* Scheme -> Get/SetScheme()

* Cleanup

* Cleanup2

* Broke something

* Fixed everything

* Made CM.Enable better

* Text Style Scenario

* Added comments

* Fixed UI Catalog Theme Changing

* Fixed more dynamic CM update stuff

* Warning cleanup

* New Default Theme

* fixed unit test

* Refactoring Scheme and Attribute to fix inheritance

* more unit tests

* ConfigProperty is not updating schemes correctly

* All unit tests pass.
Code cleanup

* All unit tests pass.
Code cleanup2

* Fixed unit tests

* Upgraded TextField and TextView

* Fixed TextView !Enabled bug

* More updates to TextView. More unit tests for SchemeManager

* Upgraded CharMap

* API docs

* Fixe HexView API

* upgrade HexView

* Fixed shortcut KeyView

* Fixed more bugs. Added new themes

* updated themes

* upgraded Border

* Fixed themes memory usage...mostly

* Fixed themes memory usage...mostly2

* Fixed themes memory usage...2

* Fixed themes memory usage...3

* Added new colors

* Fixed GetHardCodedConfig bug

* Added Themes Scenario - WIP

* Added Themes Scenario

* Tweaked Themes Scenario

* Code cleanup

* Fixed json schmea

* updated deepdives

* updated deepdives

* Tweaked Themes Scenario

* Made Schemes a concurrent dict

* Test cleanup

* Thread safe ConfigProperty tests

* trying to make things more thread safe

* more trying to make things more thread safe

* Fixing bugs in shadowview

* Fixing bugs in shadowview 2

* Refactored GetViewsUnderMouse to GetViewsUnderLocation etc...

* Fixed dupe unit tests?

* Added better description of layout and coordiantes to deep dive

* Added better description of layout and coordiantes to deep dive

* Modified tests that call v2.AddTimeout; they were returning true which means restart the timer!
This was causing mac/linux unit test failures.
I think

* Fixed auto scheme.
Broke TextView/TextField selection

* Realized Attribute.IsExplicitlySet is stupid; just use nullable

* Fixed Attribute. Simplified. MOre theme testing

* Updated themes again

* GetViewsUnderMouse to GetViewsUnderLocation broke TransparentMouse.

* Fixing mouseunder bugs

* rewriting...

* All working again.
Shadows are now slick as snot.
GetViewsUnderLocation is rewritten to actually work and be readable.
Tons more low-level unit tests.
Margin is now actually ViewportSettings.Transparent.

* Code cleanup

* Code cleanup

* Code cleanup of color apis

* Fixed Hover/Highlight

* Update Examples/UICatalog/Scenarios/AllViewsTester.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Examples/UICatalog/Scenarios/CharacterMap/CharacterMap.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Update Examples/UICatalog/Scenarios/Clipping.cs

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>

* Fixed race condition?

* reverted

* Simplified Attribute API by removing events from SetAttributeForRole

* Removed recursion from GetViewsAtLocation

* Removed unneeded code

* Code clean up.
Fixed Scheme bug.

* reverted temporary disable

* Adjusted scheme algo

* Upgraded TextValidateField

* Fixed TextValidate bugs

* Tweaks

* Frameview rounded border by default

* API doc cleanup

* Readme fix

* Addressed tznind feeback

* Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true

* Fixed more unit test issues by protecting Application statics from being set if Application.Initialized is not true 2

* cleanup

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-05-29 14:08:48 -06:00

477 lines
14 KiB
C#

using JetBrains.Annotations;
using UnitTests;
namespace Terminal.Gui.ViewsTests;
[TestSubject (typeof (Shortcut))]
public class ShortcutTests
{
[Theory]
// 0123456789
// " C 0 A "
[InlineData (-1, 0)]
[InlineData (0, 1)]
[InlineData (1, 1)]
[InlineData (2, 1)]
[InlineData (3, 1)]
[InlineData (4, 1)]
[InlineData (5, 1)]
[InlineData (6, 1)]
[InlineData (7, 1)]
[InlineData (8, 1)]
[InlineData (9, 0)]
public void MouseClick_Raises_Accepted (int x, int expectedAccepted)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0",
Title = "C"
};
Application.Top.Add (shortcut);
Application.Top.Layout ();
var accepted = 0;
shortcut.Accepting += (s, e) => accepted++;
Application.RaiseMouseEvent (
new ()
{
ScreenPosition = new (x, 0),
Flags = MouseFlags.Button1Clicked
});
Assert.Equal (expectedAccepted, accepted);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
// 0123456789
// " C 0 A "
[InlineData (-1, 0, 0, 0, 0)]
[InlineData (0, 0, 1, 1, 1)] // mouseX = 0 is on the CommandView.Margin, so Shortcut will get MouseClick
[InlineData (1, 0, 1, 1, 1)] // mouseX = 1 is on the CommandView, so CommandView will get MouseClick
[InlineData (2, 0, 1, 1, 1)] // mouseX = 2 is on the CommandView.Margin, so Shortcut will get MouseClick
[InlineData (3, 0, 1, 1, 1)]
[InlineData (4, 0, 1, 1, 1)]
[InlineData (5, 0, 1, 1, 1)]
[InlineData (6, 0, 1, 1, 1)]
[InlineData (7, 0, 1, 1, 1)]
[InlineData (8, 0, 1, 1, 1)]
[InlineData (9, 0, 0, 0, 0)]
public void MouseClick_Default_CommandView_Raises_Accepted_Selected_Correctly (
int mouseX,
int expectedCommandViewAccepted,
int expectedCommandViewSelected,
int expectedShortcutAccepted,
int expectedShortcutSelected
)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Title = "C",
Key = Key.A,
HelpText = "0"
};
var commandViewAcceptCount = 0;
shortcut.CommandView.Accepting += (s, e) => { commandViewAcceptCount++; };
var commandViewSelectCount = 0;
shortcut.CommandView.Selecting += (s, e) => { commandViewSelectCount++; };
var shortcutAcceptCount = 0;
shortcut.Accepting += (s, e) => { shortcutAcceptCount++; };
var shortcutSelectCount = 0;
shortcut.Selecting += (s, e) => { shortcutSelectCount++; };
Application.Top.Add (shortcut);
Application.Top.SetRelativeLayout (new (100, 100));
Application.Top.LayoutSubViews ();
Application.RaiseMouseEvent (
new ()
{
ScreenPosition = new (mouseX, 0),
Flags = MouseFlags.Button1Clicked
});
Assert.Equal (expectedShortcutAccepted, shortcutAcceptCount);
Assert.Equal (expectedShortcutSelected, shortcutSelectCount);
Assert.Equal (expectedCommandViewAccepted, commandViewAcceptCount);
Assert.Equal (expectedCommandViewSelected, commandViewSelectCount);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
// 0123456789
// " C 0 A "
[InlineData (-1, 0, 0)]
[InlineData (0, 1, 0)]
[InlineData (1, 1, 0)]
[InlineData (2, 1, 0)]
[InlineData (3, 1, 0)]
[InlineData (4, 1, 0)]
[InlineData (5, 1, 0)]
[InlineData (6, 1, 0)]
[InlineData (7, 1, 0)]
[InlineData (8, 1, 0)]
[InlineData (9, 0, 0)]
public void MouseClick_Button_CommandView_Raises_Shortcut_Accepted (int mouseX, int expectedAccept, int expectedButtonAccept)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0"
};
shortcut.CommandView = new Button
{
Title = "C",
NoDecorations = true,
NoPadding = true,
CanFocus = false
};
var buttonAccepted = 0;
shortcut.CommandView.Accepting += (s, e) => { buttonAccepted++; };
Application.Top.Add (shortcut);
Application.Top.SetRelativeLayout (new (100, 100));
Application.Top.LayoutSubViews ();
var accepted = 0;
shortcut.Accepting += (s, e) => { accepted++; };
Application.RaiseMouseEvent (
new ()
{
ScreenPosition = new (mouseX, 0),
Flags = MouseFlags.Button1Clicked
});
Assert.Equal (expectedAccept, accepted);
Assert.Equal (expectedButtonAccept, buttonAccepted);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
// 01234567890
// " ☑C 0 A "
[InlineData (-1, 0, 0)]
[InlineData (0, 1, 0)]
[InlineData (1, 1, 0)]
[InlineData (2, 1, 0)]
[InlineData (3, 1, 0)]
[InlineData (4, 1, 0)]
[InlineData (5, 1, 0)]
[InlineData (6, 1, 0)]
[InlineData (7, 1, 0)]
[InlineData (8, 1, 0)]
[InlineData (9, 1, 0)]
[InlineData (10, 1, 0)]
public void MouseClick_CheckBox_CommandView_Raises_Shortcut_Accepted_Selected_Correctly (int mouseX, int expectedAccepted, int expectedCheckboxAccepted)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0"
};
shortcut.CommandView = new CheckBox
{
Title = "C",
CanFocus = false
};
var checkboxAccepted = 0;
shortcut.CommandView.Accepting += (s, e) => { checkboxAccepted++; };
var checkboxSelected = 0;
shortcut.CommandView.Selecting += (s, e) =>
{
if (e.Handled)
{
return;
}
checkboxSelected++;
};
Application.Top.Add (shortcut);
Application.Top.SetRelativeLayout (new (100, 100));
Application.Top.LayoutSubViews ();
var selected = 0;
shortcut.Selecting += (s, e) =>
{
selected++;
};
var accepted = 0;
shortcut.Accepting += (s, e) =>
{
accepted++;
e.Handled = true;
};
Application.RaiseMouseEvent (
new ()
{
ScreenPosition = new (mouseX, 0),
Flags = MouseFlags.Button1Clicked
});
Assert.Equal (expectedAccepted, accepted);
Assert.Equal (expectedAccepted, selected);
Assert.Equal (expectedCheckboxAccepted, checkboxAccepted);
Assert.Equal (expectedCheckboxAccepted, checkboxSelected);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
[InlineData (true, KeyCode.A, 1, 1)]
[InlineData (true, KeyCode.C, 1, 1)]
[InlineData (true, KeyCode.C | KeyCode.AltMask, 1, 1)]
[InlineData (true, KeyCode.Enter, 1, 1)]
[InlineData (true, KeyCode.Space, 1, 1)]
[InlineData (true, KeyCode.F1, 0, 0)]
[InlineData (false, KeyCode.A, 1, 1)]
[InlineData (false, KeyCode.C, 1, 1)]
[InlineData (false, KeyCode.C | KeyCode.AltMask, 1, 1)]
[InlineData (false, KeyCode.Enter, 0, 0)]
[InlineData (false, KeyCode.Space, 0, 0)]
[InlineData (false, KeyCode.F1, 0, 0)]
public void KeyDown_Raises_Accepted_Selected (bool canFocus, KeyCode key, int expectedAccept, int expectedSelect)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0",
Title = "_C",
CanFocus = canFocus
};
Application.Top.Add (shortcut);
shortcut.SetFocus ();
Assert.Equal (canFocus, shortcut.HasFocus);
var accepted = 0;
shortcut.Accepting += (s, e) => accepted++;
var selected = 0;
shortcut.Selecting += (s, e) => selected++;
Application.RaiseKeyDownEvent (key);
Assert.Equal (expectedAccept, accepted);
Assert.Equal (expectedSelect, selected);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
[InlineData (true, KeyCode.A, 1, 1)]
[InlineData (true, KeyCode.C, 1, 1)]
[InlineData (true, KeyCode.C | KeyCode.AltMask, 1, 1)]
[InlineData (true, KeyCode.Enter, 1, 1)]
[InlineData (true, KeyCode.Space, 1, 1)]
[InlineData (true, KeyCode.F1, 0, 0)]
[InlineData (false, KeyCode.A, 1, 1)]
[InlineData (false, KeyCode.C, 1, 1)]
[InlineData (false, KeyCode.C | KeyCode.AltMask, 1, 1)]
[InlineData (false, KeyCode.Enter, 0, 0)]
[InlineData (false, KeyCode.Space, 0, 0)]
[InlineData (false, KeyCode.F1, 0, 0)]
public void KeyDown_CheckBox_Raises_Accepted_Selected (bool canFocus, KeyCode key, int expectedAccept, int expectedSelect)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0",
CommandView = new CheckBox ()
{
Title = "_C"
},
CanFocus = canFocus
};
Application.Top.Add (shortcut);
shortcut.SetFocus ();
Assert.Equal (canFocus, shortcut.HasFocus);
var accepted = 0;
shortcut.Accepting += (s, e) =>
{
accepted++;
e.Handled = true;
};
var selected = 0;
shortcut.Selecting += (s, e) => selected++;
Application.RaiseKeyDownEvent (key);
Assert.Equal (expectedAccept, accepted);
Assert.Equal (expectedSelect, selected);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
[InlineData (KeyCode.A, 1)]
[InlineData (KeyCode.C, 1)]
[InlineData (KeyCode.C | KeyCode.AltMask, 1)]
[InlineData (KeyCode.Enter, 1)]
[InlineData (KeyCode.Space, 1)]
[InlineData (KeyCode.F1, 0)]
public void KeyDown_App_Scope_Invokes_Accept (KeyCode key, int expectedAccept)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
BindKeyToApplication = true,
Text = "0",
Title = "_C"
};
Application.Top.Add (shortcut);
Application.Top.SetFocus ();
var accepted = 0;
shortcut.Accepting += (s, e) => accepted++;
Application.RaiseKeyDownEvent (key);
Assert.Equal (expectedAccept, accepted);
Application.Top.Dispose ();
Application.ResetState (true);
}
[Theory]
[InlineData (true, KeyCode.A, 1)]
[InlineData (true, KeyCode.C, 1)]
[InlineData (true, KeyCode.C | KeyCode.AltMask, 1)]
[InlineData (true, KeyCode.Enter, 1)]
[InlineData (true, KeyCode.Space, 1)]
[InlineData (true, KeyCode.F1, 0)]
[InlineData (false, KeyCode.A, 1)]
[InlineData (false, KeyCode.C, 1)]
[InlineData (false, KeyCode.C | KeyCode.AltMask, 1)]
[InlineData (false, KeyCode.Enter, 0)]
[InlineData (false, KeyCode.Space, 0)]
[InlineData (false, KeyCode.F1, 0)]
[AutoInitShutdown]
public void KeyDown_Invokes_Action (bool canFocus, KeyCode key, int expectedAction)
{
var current = new Toplevel ();
var shortcut = new Shortcut
{
Key = Key.A,
Text = "0",
Title = "_C",
CanFocus = canFocus
};
current.Add (shortcut);
Application.Begin (current);
Assert.Equal (canFocus, shortcut.HasFocus);
var action = 0;
shortcut.Action += () => action++;
Application.RaiseKeyDownEvent (key);
Assert.Equal (expectedAction, action);
current.Dispose ();
}
[Theory]
[InlineData (true, KeyCode.A, 1)]
[InlineData (true, KeyCode.C, 1)]
[InlineData (true, KeyCode.C | KeyCode.AltMask, 1)]
[InlineData (true, KeyCode.Enter, 1)]
[InlineData (true, KeyCode.Space, 1)]
[InlineData (true, KeyCode.F1, 0)]
[InlineData (false, KeyCode.A, 1)]
[InlineData (false, KeyCode.C, 1)]
[InlineData (false, KeyCode.C | KeyCode.AltMask, 1)]
[InlineData (false, KeyCode.Enter, 0)]
[InlineData (false, KeyCode.Space, 0)]
[InlineData (false, KeyCode.F1, 0)]
public void KeyDown_App_Scope_Invokes_Action (bool canFocus, KeyCode key, int expectedAction)
{
Application.Top = new ();
var shortcut = new Shortcut
{
Key = Key.A,
BindKeyToApplication = true,
Text = "0",
Title = "_C",
CanFocus = canFocus
};
Application.Top.Add (shortcut);
Application.Top.SetFocus ();
var action = 0;
shortcut.Action += () => action++;
Application.RaiseKeyDownEvent (key);
Assert.Equal (expectedAction, action);
Application.Top.Dispose ();
Application.ResetState (true);
}
// https://github.com/gui-cs/Terminal.Gui/issues/3664
[Fact]
public void Scheme_SetScheme_Does_Not_Fault_3664 ()
{
Application.Top = new ();
Application.Navigation = new ();
var shortcut = new Shortcut ();
Application.Top.SetScheme (null);
Assert.False (shortcut.HasScheme);
Assert.NotNull (shortcut.GetScheme ());
shortcut.HasFocus = true;
Assert.False (shortcut.HasScheme);
Assert.NotNull (shortcut.GetScheme ());
Application.Top.Dispose ();
Application.ResetState ();
}
}