Files
factorio-scenario-ExpCluster/expcore/gui/test.lua
2019-08-31 17:46:19 +01:00

449 lines
14 KiB
Lua

--[[-- Core Module - Gui
@module Gui
@alias Gui
]]
--- Tests.
-- functions used to test
-- @section tests
local Gui = require 'expcore.gui'
local Game = require 'utils.game' -- @dep utils.game
local test_prefix = '__GUI_TEST_'
local tests = {}
local function TEST(str) return test_prefix..str end
--[[
The main test frame
]]
local test_frame =
Gui.clone_concept('frame',TEST 'test_frame')
:set_title('Gui Tests')
:define_draw(function(properties,parent,element)
for category, _ in pairs(tests) do
element.add{
type = 'flow',
name = category,
direction = 'vertical'
}
end
end)
--[[-- Runs a set of gui tests to ensure that the system is working
@tparam LuaPlayer player the player that the guis are made for and who recives the results
@tparam[opt] string category when given only tests in this category are ran
@usage-- Run all gui tests
Gui.run_tests(game.player)
]]
function Gui.run_tests(player,category)
local results = {
passed = 0,
failed = 0,
total = 0,
errors = {}
}
if not category then
results.breakdown = {}
for cat,_ in pairs(tests) do
local rtn = Gui.run_tests(player,cat)
results.passed = results.passed + rtn.passed
results.failed = results.failed + rtn.failed
results.total = results.total + rtn.total
for test_name, err in pairs(rtn.errors) do
results.errors[cat..'/'..test_name] = err
end
results.breakdown[cat] = rtn
end
player.print(string.format('All Tests Complete. %d failed.',results.failed))
return results
end
local frame = player.gui.center[test_frame.name] or test_frame:draw(player.gui.center)
local cat_tests = tests[category]
results.total = #cat_tests
local output = player.print
for test_name, concept in pairs(cat_tests) do
local success, err = pcall(concept.draw,concept,frame[category])
if success then
results.passed = results.passed + 1
else
results.errors[test_name] = err
results.failed = results.failed + 1
output(string.format('Test "%s / %s" failed:\n%s',category,test_name,err))
end
end
output(string.format('Test Complete "%s". %d failed.',category,results.failed))
return results
end
--[[
Buttons
> Basic Button -- Button with a caption and a tooltip
> Sprite Button -- Button with a single sprite and a tooltip
> Multi Sprite Button -- Button with three sprites and a tooltip
> Admin Button -- Button which is disabled if the player is not an admin
]]
local basic_button =
Gui.clone_concept('button',TEST 'basic_button')
:set_caption('Basic Button')
:set_tooltip('Basic button')
:on_click(function(event)
event.player.print('You pressed basic button!')
end)
local sprite_button =
Gui.clone_concept('button',TEST 'sprite_button')
:set_sprite('utility/warning_icon')
:set_tooltip('Sprite button')
:on_click(function(event)
event.player.print('You pressed sprite button!')
end)
local multi_sprite_button =
Gui.clone_concept('button',TEST 'multi_sprite_button')
:set_sprite('utility/warning_icon','utility/warning','utility/warning_white')
:set_tooltip('Multi-sprite button')
:on_click(function(event)
event.player.print('You pressed multi sprite button!')
end)
local admin_button =
Gui.clone_concept('button',TEST 'admin_button')
:set_caption('Admin Button')
:set_tooltip('Admin button')
:define_draw(function(properties,parent,element)
local player = Game.get_player_by_index(element.player_index)
if not player.admin then
element.enabled = false
element.tooltip = 'You must be admin to press this button'
end
end)
:on_click(function(event)
event.player.print('You pressed admin button!')
end)
tests.Buttons = {
['Basic Button'] = basic_button,
['Sprite Button'] = sprite_button,
['Multi Sprite Button'] = multi_sprite_button,
['Admin Button'] = admin_button,
}
--[[
Checkboxs
> Basic Checkbox -- Simple checkbox that can be toggled
> Game Stored Checkbox -- Checkbox which syncs its state between all players
> Force Stored Checkbox -- Checkbox which syncs its state with all players on the same force
> Player Stored Checkbox -- Checkbox that stores its state between re-draws
]]
local basic_checkbox =
Gui.clone_concept('checkbox',TEST 'basic_checkbox')
:set_caption('Basic Checkbox')
:set_tooltip('Basic checkbox')
:on_state_change(function(event)
event.player.print('Basic checkbox is now: '..tostring(event.element.state))
end)
local game_checkbox =
Gui.clone_concept('checkbox',TEST 'game_checkbox')
:set_caption('Game Stored Checkbox')
:set_tooltip('Game stored checkbox')
:on_state_change(function(event)
local element = event.element
event.concept.set_data(element,element.state) -- Update other instances
event.player.print('Game stored checkbox is now: '..tostring(element.state))
end)
:define_combined_store(function(element,state)
element.state = state or false
end)
local force_checkbox =
Gui.clone_concept('checkbox',TEST 'force_checkbox')
:set_caption('Force Stored Checkbox')
:set_tooltip('Force stored checkbox')
:on_state_change(function(event)
local element = event.element
event.concept.set_data(element,element.state) -- Update other instances
event.player.print('Force stored checkbox is now: '..tostring(element.state))
end)
:define_combined_store(Gui.categorize_by_force,function(element,state)
element.state = state or false
end)
local player_checkbox =
Gui.clone_concept('checkbox',TEST 'player_checkbox')
:set_caption('Player Stored Checkbox')
:set_tooltip('Player stored checkbox')
:on_state_change(function(event)
local element = event.element
event.concept.set_data(element,element.state) -- Update other instances
event.player.print('Player stored checkbox is now: '..tostring(element.state))
end)
:define_combined_store(Gui.categorize_by_player,function(element,state)
element.state = state or false
end)
tests.Checkboxs = {
['Basic Checkbox'] = basic_checkbox,
['Game Stored Checkbox'] = game_checkbox,
['Force Stored Checkbox'] = force_checkbox,
['Player Stored Checkbox'] = player_checkbox
}
--[[
Dropdowns
> Static Dropdown -- Simple dropdown with all options being static
> Dynamic Dropdown -- Dropdown which has items based on when it is drawn
> Static Player Stored Dropdown -- Dropdown where the values is synced for each player
> Dynamic Player Stored Dropdown -- Same as above but now with dynamic options
]]
local static_dropdown =
Gui.clone_concept('dropdown',TEST 'static_dropdown')
:set_static_items{'Option 1','Option 2','Option 3'}
:on_selection_change(function(event)
local value = Gui.get_dropdown_value(event.element)
event.player.print('Static dropdown is now: '..value)
end)
local dynamic_dropdown =
Gui.clone_concept('dropdown',TEST 'dynamic_dropdown')
:set_dynamic_items(function(element)
local items = {}
for concept_name,_ in pairs(Gui.concepts) do
if concept_name:len() < 16 then
items[#items+1] = concept_name
end
end
return items
end)
:on_selection_change(function(event)
local value = Gui.get_dropdown_value(event.element)
event.player.print('Dynamic dropdown is now: '..value)
end)
local static_player_dropdown =
Gui.clone_concept('dropdown',TEST 'static_player_dropdown')
:set_static_items{'Option 1','Option 2','Option 3'}
:on_selection_change(function(event)
local element = event.element
local value = Gui.get_dropdown_value(element)
event.concept.set_data(element,value)
event.player.print('Static player stored dropdown is now: '..value)
end)
:define_combined_store(Gui.categorize_by_player,function(element,value)
Gui.set_dropdown_value(element,value)
end)
local dynamic_player_dropdown =
Gui.clone_concept('dropdown',TEST 'dynamic_player_dropdown')
:set_dynamic_items(function(element)
local items = {}
for concept_name,_ in pairs(Gui.concepts) do
if concept_name:len() < 16 then
items[#items+1] = concept_name
end
end
return items
end)
:on_selection_change(function(event)
local element = event.element
local value = Gui.get_dropdown_value(element)
event.concept.set_data(element,value)
event.player.print('Dynamic player dropdown is now: '..value)
end)
:define_combined_store(Gui.categorize_by_player,function(element,value)
Gui.set_dropdown_value(element,value)
end)
tests.Dropdowns = {
['Static Dropdown'] = static_dropdown,
['Dynamic Dropdown'] = dynamic_dropdown,
['Static Player Stored Dropdown'] = static_player_dropdown,
['Dynamic Player Stored Dropdown'] = dynamic_player_dropdown
}
--[[
Listboxs
> Static Listbox -- Simple Listbox with all options being static
> Static Player Stored Listbox -- Listbox where the values is synced for each player
]]
local static_listbox =
Gui.clone_concept('dropdown',TEST 'static_listbox')
:set_use_list_box(true)
:set_static_items{'Option 1','Option 2','Option 3'}
:on_selection_change(function(event)
local value = Gui.get_dropdown_value(event.element)
event.player.print('Static listbox is now: '..value)
end)
local static_player_listbox =
Gui.clone_concept('dropdown',TEST 'static_player_listbox')
:set_use_list_box(true)
:set_static_items{'Option 1','Option 2','Option 3'}
:on_selection_change(function(event)
local element = event.element
local value = Gui.get_dropdown_value(element)
event.concept.set_data(element,value)
event.player.print('Static player stored listbox is now: '..value)
end)
:define_combined_store(Gui.categorize_by_player,function(element,value)
Gui.set_dropdown_value(element,value)
end)
tests.Listboxs = {
['Static Listbox'] = static_listbox,
['Static Player Stored Listbox'] = static_player_listbox
}
--[[
Elem Buttons
> Basic Elem Button -- Basic elem button
> Defaut Selection Elem Button -- Same as above but has a default selection
> Player Stored Elem Button -- Same as above but is stored per player
]]
local basic_elem_button =
Gui.clone_concept('elem_button',TEST 'basic_elembutton')
:on_selection_change(function(event)
event.player.print('Basic elem button is now: '..event.element.elem_value)
end)
local default_selection_elem_button =
Gui.clone_concept('elem_button',TEST 'default_selection_elem_button')
:set_elem_type('signal')
:set_default_selection{type='virtual',name='signal-info'}
:on_selection_change(function(event)
local value = event.element.elem_value
event.player.print('Default selection elem button is now: '..value.type..'/'..value.name)
end)
local player_elem_button =
Gui.clone_concept('elem_button',TEST 'player_elem_button')
:set_elem_type('technology')
:on_selection_change(function(event)
local element = event.element
local value = element.elem_value
event.concept.set_data(element,value)
event.player.print('Player stored elem button is now: '..value)
end)
:define_combined_store(Gui.categorize_by_player,function(element,value)
element.elem_value = value
end)
tests['Elem Buttons'] = {
['Basic Elem Button'] = basic_elem_button,
['Defaut Selection Elem Button'] = default_selection_elem_button,
['Player Stored Elem Button'] = player_elem_button
}
--[[
Progress Bars
> Basic Progress Bar -- will increse when pressed, when full then it will reset
> Inverted Progress Bar -- will increse when pressed, when empty then it will reset
> Game Instance Progress Bar -- will take 5 seconds to fill, when full it will reset, note instances are required due to on_tick
> Force Instance Progress Bar -- will increse when pressed, instance only means all instances will increse at same time but may not have the same value
> Force Stored Progress Bar -- will increse when pressed, unlike above all will increse at same time and will have the same value
]]
local basic_progress_bar =
Gui.clone_concept('progress_bar',TEST 'basic_progress_bar')
:set_tooltip('Basic progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
local inverted_progress_bar =
Gui.clone_concept('progress_bar',TEST 'inverted_progress_bar')
:set_tooltip('Inverted progress bar')
:set_inverted(true)
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:on_completion(function(event)
event.concept:reset(event.element)
end)
local game_progress_bar =
Gui.clone_concept('progress_bar',TEST 'game_progress_bar')
:set_tooltip('Game progress bar')
:set_maximum(300)
:new_event('on_tick',defines.events.on_tick)
:on_tick(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
:define_instance_store()
local force_instance_progress_bar =
Gui.clone_concept('progress_bar',TEST 'force_instance_progress_bar')
:set_tooltip('Force instance progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
:define_instance_store(Gui.categorize_by_force)
local force_stored_progress_bar =
Gui.clone_concept('progress_bar',TEST 'force_stored_progress_bar')
:set_tooltip('Force stored progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
local element = event.element
local concept = event.concept
local new_value = concept:increment(element)
if new_value then concept.set_data(element,new_value) end
end)
:set_delay_completion(true)
:on_completion(function(event)
local element = event.element
local concept = event.concept
local new_value = concept:reset(element)
concept.set_data(element,new_value)
end)
:define_combined_store(Gui.categorize_by_force,function(element,value)
element.value = value or 0
end)
tests['Progress Bars'] = {
['Basic Progress Bar'] = basic_progress_bar,
['Inverted Progress Bar'] = inverted_progress_bar,
['Game Instance Progress Bar'] = game_progress_bar,
['Force Instance Progress Bar'] = force_instance_progress_bar,
['Force Stored Progress Bar'] = force_stored_progress_bar
}