~jonas-drange/ubuntu-system-settings/harden-clickclient-test

1631.7.1 by jonas-drange
ease creation of qml tests by adopting the same setup as ubuntu-settings-components
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/*
1631.7.2 by jonas-drange
years and formatting
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 * Copyright 2016 Canonical Ltd.
1631.7.1 by jonas-drange
ease creation of qml tests by adopting the same setup as ubuntu-settings-components
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 3.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 */
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import QtQuick 2.4
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import QtTest 1.0
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import Ubuntu.Components 1.3
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import Ubuntu.Test 0.1 as UT
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TestCase {
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    id: testCase
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    TestUtil {id:util}
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    ActivityIndicator {
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        visible: testCase.running
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        anchors.centerIn: parent
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        Component.onCompleted: parent = testCase.parent
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        z: 100
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        running: visible
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    }
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    // Fake implementation to be provided to items under test
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    property var fakeDateTime: new function() {
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        this.currentTimeMs = 0
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        this.getCurrentTimeMs = function() {return this.currentTimeMs}
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    }
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    // Flickable won't recognise a single mouse move as dragging the flickable.
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    // Use 5 steps because it's what
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    // Qt uses in QQuickViewTestUtil::flick
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    // speed is in pixels/second
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    function mouseFlick(item, x, y, toX, toY, pressMouse, releaseMouse,
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                        speed, iterations) {
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        pressMouse = ((pressMouse != null) ? pressMouse : true); // Default to true for pressMouse if not present
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        releaseMouse = ((releaseMouse != null) ? releaseMouse : true); // Default to true for releaseMouse if not present
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        // set a default speed if not specified
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        speed = (speed != null) ? speed : units.gu(10);
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        // set a default iterations if not specified
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        iterations = (iterations !== undefined) ? iterations : 5
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        var distance = Math.sqrt(Math.pow(toX - x, 2) + Math.pow(toY - y, 2))
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        var totalTime = (distance / speed) * 1000 /* converting speed to pixels/ms */
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        var timeStep = totalTime / iterations
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        var diffX = (toX - x) / iterations
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        var diffY = (toY - y) / iterations
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        if (pressMouse) {
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            fakeDateTime.currentTimeMs += timeStep
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            mousePress(item, x, y)
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        }
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        for (var i = 0; i < iterations; ++i) {
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            fakeDateTime.currentTimeMs += timeStep
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            if (i === iterations - 1) {
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                // Avoid any rounding errors by making the last move be at precisely
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                // the point specified
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                mouseMove(item, toX, toY, iterations / speed)
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            } else {
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                mouseMove(item, x + (i + 1) * diffX, y + (i + 1) * diffY, iterations / speed)
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            }
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        }
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        if (releaseMouse) {
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            fakeDateTime.currentTimeMs += timeStep
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            mouseRelease(item, toX, toY)
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        }
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    }
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    // Find an object with the given name in the children tree of "obj"
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    function findChild(obj,objectName) {
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        var childs = new Array(0);
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        childs.push(obj)
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        while (childs.length > 0) {
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            if (childs[0].objectName == objectName) {
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                return childs[0]
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            }
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            for (var i in childs[0].children) {
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                childs.push(childs[0].children[i])
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            }
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            childs.splice(0, 1);
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        }
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        return undefined;
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    }
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    // Find an object with the given name in the children tree of "obj"
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    // Including invisible children like animations, timers etc.
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    // Note: you should use findChild if you're not sure you need this
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    // as this tree is much bigger and might contain stuff that goes
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    // away randomly.
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    function findInvisibleChild(obj,objectName) {
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        var childs = new Array(0);
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        childs.push(obj)
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        while (childs.length > 0) {
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            if (childs[0].objectName == objectName) {
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                return childs[0]
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            }
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            for (var i in childs[0].data) {
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                childs.push(childs[0].data[i])
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            }
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            childs.splice(0, 1);
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        }
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        return undefined;
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    }
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    // Type a full string instead of keyClick letter by letter
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    // TODO: this is not ugly, this is uber-ugly and does not support
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    // any special character. Remove the keyMap once keyClick(obj, char)
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    // has landed in upstream Qt.
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    function typeString(str) {
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        var keyMap = {
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            "a": Qt.Key_A,
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            "b": Qt.Key_B,
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            "c": Qt.Key_C,
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            "d": Qt.Key_D,
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            "e": Qt.Key_E,
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            "f": Qt.Key_F,
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            "g": Qt.Key_G,
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            "h": Qt.Key_H,
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            "i": Qt.Key_I,
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            "j": Qt.Key_J,
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            "k": Qt.Key_K,
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            "l": Qt.Key_L,
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            "m": Qt.Key_M,
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            "n": Qt.Key_N,
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            "o": Qt.Key_O,
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            "p": Qt.Key_P,
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            "q": Qt.Key_Q,
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            "r": Qt.Key_R,
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            "s": Qt.Key_S,
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            "t": Qt.Key_T,
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            "u": Qt.Key_U,
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            "v": Qt.Key_V,
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            "w": Qt.Key_W,
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            "x": Qt.Key_X,
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            "y": Qt.Key_Y,
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            "z": Qt.Key_Z,
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            "A": Qt.Key_A,
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            "B": Qt.Key_B,
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            "C": Qt.Key_C,
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            "D": Qt.Key_D,
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            "E": Qt.Key_E,
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            "F": Qt.Key_F,
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            "G": Qt.Key_G,
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            "H": Qt.Key_H,
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            "I": Qt.Key_I,
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            "J": Qt.Key_J,
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            "K": Qt.Key_K,
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            "L": Qt.Key_L,
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            "M": Qt.Key_M,
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            "N": Qt.Key_N,
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            "O": Qt.Key_O,
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            "P": Qt.Key_P,
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            "Q": Qt.Key_Q,
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            "R": Qt.Key_R,
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            "S": Qt.Key_S,
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            "T": Qt.Key_T,
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            "U": Qt.Key_U,
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            "V": Qt.Key_V,
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            "W": Qt.Key_W,
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            "X": Qt.Key_X,
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            "Y": Qt.Key_Y,
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            "Z": Qt.Key_Z,
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            "0": Qt.Key_0,
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            "1": Qt.Key_1,
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            "2": Qt.Key_2,
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            "3": Qt.Key_3,
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            "4": Qt.Key_4,
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            "5": Qt.Key_5,
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            "6": Qt.Key_6,
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            "7": Qt.Key_7,
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            "8": Qt.Key_8,
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            "9": Qt.Key_9,
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            " ": Qt.Key_Space,
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        }
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        for (var i = 0; i < str.length; i++) {
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            keyClick(keyMap[str[i]])
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        }
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    }
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    // Keeps executing a given parameter-less function until it returns the given
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    // expected result or the timemout is reached (in which case a test failure
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    // is generated)
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    function tryCompareFunction(func, expectedResult) {
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        var timeSpent = 0
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        var timeout = 5000
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        var success = false
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        var actualResult
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        while (timeSpent < timeout && !success) {
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            actualResult = func()
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            success = qtest_compareInternal(actualResult, expectedResult)
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            if (success === false) {
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                wait(50)
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                timeSpent += 50
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            }
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        }
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        var act = qtest_results.stringify(actualResult)
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        var exp = qtest_results.stringify(expectedResult)
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        if (!qtest_results.compare(success,
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                                   "function returned unexpected result",
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                                   act, exp,
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                                   util.callerFile(), util.callerLine())) {
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            throw new Error("QtQuickTest::fail")
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        }
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    }
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    function touchEvent() {
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        return UT.Util.touchEvent()
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    }
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    // speed is in pixels/second
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    function touchFlick(item, x, y, toX, toY, beginTouch, endTouch, speed, iterations) {
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        // Default to true for beginTouch if not present
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        beginTouch = (beginTouch !== undefined) ? beginTouch : true
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        // Default to true for endTouch if not present
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        endTouch = (endTouch !== undefined) ? endTouch : true
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        // Set a default speed if not specified
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        speed = (speed !== undefined) ? speed : units.gu(10)
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        // Set a default iterations if not specified
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        var iterations = (iterations !== undefined) ? iterations : 5
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        var distance = Math.sqrt(Math.pow(toX - x, 2) + Math.pow(toY - y, 2))
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        var totalTime = (distance / speed) * 1000 /* converting speed to pixels/ms */
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        var timeStep = totalTime / iterations
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        var diffX = (toX - x) / iterations
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        var diffY = (toY - y) / iterations
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        if (beginTouch) {
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            fakeDateTime.currentTimeMs += timeStep
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            var event = touchEvent()
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            event.press(0 /* touchId */, x, y)
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            event.commit()
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        }
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        for (var i = 0; i < iterations; ++i) {
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            fakeDateTime.currentTimeMs += timeStep
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            if (i === iterations - 1) {
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                // Avoid any rounding errors by making the last move be at precisely
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                // the point specified
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                wait(iterations / speed)
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                var event = touchEvent()
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                event.move(0 /* touchId */, toX, toY)
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                event.commit()
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            } else {
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                wait(iterations / speed)
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                var event = touchEvent()
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                event.move(0 /* touchId */, x + (i + 1) * diffX, y + (i + 1) * diffY)
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                event.commit()
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            }
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        }
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        if (endTouch) {
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            fakeDateTime.currentTimeMs += timeStep
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            var event = touchEvent()
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            event.release(0 /* touchId */, toX, toY)
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            event.commit()
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        }
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    }
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    function fetchRootItem(item) {
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        if (item.parent)
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            return fetchRootItem(item.parent)
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        else
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            return item
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    }
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    function touchPress(item, x, y) {
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        var root = fetchRootItem(item)
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        var rootPoint = item.mapToItem(root, x, y)
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        var event = touchEvent()
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        event.press(0 /* touchId */, rootPoint.x, rootPoint.y)
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        event.commit()
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    }
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    function touchRelease(item, x, y) {
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        var root = fetchRootItem(item)
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        var rootPoint = item.mapToItem(root, x, y)
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        var event = touchEvent()
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        event.release(0 /* touchId */, rootPoint.x, rootPoint.y)
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        event.commit()
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    }
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    function tap(item, x, y) {
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        var event = touchEvent()
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        event.press(0 /* touchId */, x, y)
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        event.commit()
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        event = touchEvent()
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        event.release(0 /* touchId */, x, y)
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        event.commit()
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    }
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    // TODO This function can be removed altogether once we use Qt 5.5 which has the same feature
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    function waitForRendering(item, timeout) {
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        if (timeout === undefined)
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            timeout = 5000;
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        if (!item)
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            qtest_fail("No item given to waitForRendering", 1);
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        return qtest_results.waitForRendering(item, timeout);
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    }
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}