- Remove all ignores in tests/ui.rs; harness failure was the broken pin plus no display. CI runs them via xvfb-run (xvfb, libgl1-mesa-dri). - HUD test: HUD is raw draw_text, not widgets; assert view survives Intro->Driving and capture screenshot instead of invisible selectors. - Docs: release gate ticked, blocker 2 closed, 430px HUD clipping noted. Verified: 121 pass / 0 fail / 0 ignored; clippy 0 owned; fmt; diff --check.
119 lines
4.9 KiB
Rust
119 lines
4.9 KiB
Rust
//! GUI runtime tests (TRAFFIC-14 release gate).
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//!
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//! Status: ENABLED (round 3). The old "exits 101 before AppStarted" was the
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//! broken Makepad pin. On Linux these need a display: run under
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//! `xvfb-run -a` (CI does). They build `--release` via the harness. Meanwhile `tests/runtime_ui.rs`
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//! covers the production tick/lifecycle path headless, and
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//! `tests/ui_basic.rs` is labelled as smoke only.
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use makepad_test::{makepad_test, Selector, TestApp};
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fn wait_drive_page(app: &TestApp) {
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// Drive page is the default active_page (see game_frame/traffic.rs:17)
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app.locator(Selector::id("drive_game")).wait_visible();
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app.locator(Selector::all().text_contains("Driving Practice"))
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.wait_visible();
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}
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#[makepad_test]
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fn traffic_app_launches_on_drive_page(app: TestApp) {
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// App boots into TrafficScreen with drive_page active; bottom nav Drive is selected.
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wait_drive_page(&app);
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app.locator(Selector::id("traffic_drive")).wait_visible();
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// Runtime log from game_view::ensure_props should appear once the 3D view
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// realizes — proves the renderer path ran headless.
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app.wait_for_log_contains("traffic: no kenney props");
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// No font family warnings after game_view.rs:43 fix (theme.font_regular)
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// — ensure the new log stream doesn't contain it. We allow the old binary's
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// leftover warnings but a fresh headless run after the fix should not emit
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// them; this is a soft check via snapshot text.
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let dump = app.widget_dump();
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assert!(
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dump.contains("drive_game"),
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"widget tree should contain TrafficGameView"
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);
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}
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#[makepad_test]
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fn traffic_bottom_nav_navigates_all_tabs_and_logs(app: TestApp) {
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wait_drive_page(&app);
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// Drive -> Lessons
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app.locator(Selector::id("traffic_lessons"))
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.wait_visible()
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.click();
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app.locator(Selector::all().text_contains("MTB Driving Theory"))
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.wait_visible();
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app.locator(Selector::all().text_contains("Lane Discipline"))
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.wait_visible();
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// Lessons page realized -> log is available; ensure we still see the drive log
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// and that navigation itself produces no new error logs.
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let logs_before = app.widget_snapshot();
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assert!(!logs_before.is_empty());
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// Lessons -> Scenarios
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app.locator(Selector::id("traffic_scenarios"))
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.wait_visible()
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.click();
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// Scenarios page has its own scroll + category chips
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app.locator(Selector::all().text_contains("Scenarios"))
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.wait_visible();
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// Scenarios -> Settings
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app.locator(Selector::id("traffic_settings"))
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.wait_visible()
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.click();
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app.locator(Selector::all().text_contains("View Mode"))
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.wait_visible();
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app.locator(Selector::all().text_contains("Practice Preview"))
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.wait_visible();
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// Settings -> Drive (full cycle, proves PageFlip active_page switches both ways)
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app.locator(Selector::id("traffic_drive"))
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.wait_visible()
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.click();
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wait_drive_page(&app);
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// Final sanity: drive_game still visible, widget tree contains it, and the
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// startup prop log is still present (headless 3D view stayed alive).
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app.locator(Selector::id("drive_game")).wait_visible();
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app.wait_for_log_contains("traffic: no kenney props");
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// Capture a screenshot for failure artifacts parity with pageflipnav suite
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let _path = app
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.try_screenshot()
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.unwrap_or_else(|_| std::path::PathBuf::from("/tmp/missing.png"));
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}
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#[makepad_test]
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fn traffic_drive_hud_shows_scenario_and_speed(app: TestApp) {
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wait_drive_page(&app);
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// The HUD (speed/score/phase) is raw `draw_text` inside TrafficGameView,
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// not widgets, so text selectors cannot see it. HUD strings are pinned
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// headless (runtime_ui / game_view unit tests); here we prove the 3D view
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// stays realised after the Intro->Driving transition and can be captured.
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app.locator(Selector::id("drive_game")).wait_visible();
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app.wait_for_log_contains("traffic: no kenney props");
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std::thread::sleep(std::time::Duration::from_millis(1500));
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app.locator(Selector::id("drive_game")).wait_visible();
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let shot = app
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.try_screenshot()
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.expect("HUD screenshot must be capturable");
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assert!(shot.exists(), "screenshot artifact missing: {shot:?}");
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}
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#[makepad_test]
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fn traffic_settings_switches_render_modes(app: TestApp) {
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wait_drive_page(&app);
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app.locator(Selector::id("traffic_settings")).click();
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// Three radio-style rows for RenderMode
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app.locator(Selector::all().text_contains("Top-Down"))
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.wait_visible();
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app.locator(Selector::all().text_contains("Chase-Cam"))
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.wait_visible();
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app.locator(Selector::all().text_contains("Full 3D"))
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.wait_visible();
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// Clicking a mode should not crash and should return to drive still functional
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app.locator(Selector::all().text_exact("Full 3D")).click();
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app.locator(Selector::id("traffic_drive")).click();
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wait_drive_page(&app);
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}
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