Druid-Extension/test/tests/test_grid.lua
2025-04-18 19:36:52 +03:00

282 lines
9.4 KiB
Lua

return function()
describe("Grid Component", function()
local mock_time
local mock_input
local druid_system
local druid
local context
local function create_grid_instance(in_row)
local parent_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(300, 300, 0))
local item_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(50, 50, 0))
gui.set_enabled(item_node, false)
local instance = druid:new_grid(parent_node, item_node, in_row or 3)
return instance, parent_node, item_node
end
local function create_item_nodes(count)
local nodes = {}
for i = 1, count do
local node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(50, 50, 0))
table.insert(nodes, node)
end
return nodes
end
before(function()
mock_time = require("deftest.mock.time")
mock_input = require("test.helper.mock_input")
druid_system = require("druid.druid")
mock_time.mock()
mock_time.set(0)
context = vmath.vector3()
druid = druid_system.new(context)
end)
after(function()
mock_time.unmock()
druid:final()
druid = nil
end)
it("Should create grid component", function()
local grid = create_grid_instance()
assert(grid ~= nil)
assert(grid.add ~= nil)
assert(grid.remove ~= nil)
assert(grid.clear ~= nil)
assert(grid.set_in_row ~= nil)
end)
it("Should add nodes to grid", function()
local grid = create_grid_instance()
local node1 = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(50, 50, 0))
local node2 = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(50, 50, 0))
grid:add(node1)
grid:add(node2)
assert(#grid.nodes == 2)
end)
it("Should position nodes in a grid layout", function()
local grid = create_grid_instance(3)
local nodes = create_item_nodes(5)
for i, node in ipairs(nodes) do
grid:add(node)
end
-- After adding to grid, nodes should be positioned
-- First row: nodes 1,2,3; Second row: nodes 4,5
-- Get actual node positions
local pos1 = gui.get_position(nodes[1])
local pos2 = gui.get_position(nodes[2])
local pos3 = gui.get_position(nodes[3])
local pos4 = gui.get_position(nodes[4])
-- Check row arrangement
assert(math.abs(pos1.y - pos2.y) < 1) -- Same row (y position)
assert(math.abs(pos2.y - pos3.y) < 1) -- Same row (y position)
assert(pos1.y > pos4.y) -- Second row below first row
-- Check column arrangement
assert(pos1.x < pos2.x) -- Left to right
assert(pos2.x < pos3.x) -- Left to right
end)
it("Should remove node from grid", function()
local grid = create_grid_instance()
local nodes = create_item_nodes(3)
for i, node in ipairs(nodes) do
grid:add(node)
end
assert(#grid.nodes == 3)
grid:remove(2)
assert(#grid.nodes == 2)
assert(grid.nodes[1] == nodes[1])
assert(grid.nodes[2] == nodes[3])
end)
it("Should clear all nodes", function()
local grid = create_grid_instance()
local nodes = create_item_nodes(5)
for i, node in ipairs(nodes) do
grid:add(node)
end
assert(#grid.nodes == 5)
grid:clear()
assert(#grid.nodes == 0)
end)
it("Should set new in_row value", function()
local grid = create_grid_instance(2)
local nodes = create_item_nodes(4)
for i, node in ipairs(nodes) do
grid:add(node)
end
-- With 2 items in row, the nodes should be arranged in 2 rows
local pos1 = gui.get_position(nodes[1])
local pos2 = gui.get_position(nodes[2])
local pos3 = gui.get_position(nodes[3])
local pos4 = gui.get_position(nodes[4])
-- Initially 2 items per row: nodes 1,2 in first row; nodes 3,4 in second row
assert(math.abs(pos1.y - pos2.y) < 1) -- Same row
assert(math.abs(pos3.y - pos4.y) < 1) -- Same row
assert(pos1.y > pos3.y) -- Second row below first row
-- Change to 4 items in a row
grid:set_in_row(4)
-- Get updated positions
pos1 = gui.get_position(nodes[1])
pos2 = gui.get_position(nodes[2])
pos3 = gui.get_position(nodes[3])
pos4 = gui.get_position(nodes[4])
-- All items should now be in one row
assert(math.abs(pos1.y - pos2.y) < 1)
assert(math.abs(pos2.y - pos3.y) < 1)
assert(math.abs(pos3.y - pos4.y) < 1)
end)
it("Should set item size", function()
local grid = create_grid_instance()
local nodes = create_item_nodes(4)
for i, node in ipairs(nodes) do
grid:add(node)
end
-- Get initial positions
local initial_pos1 = gui.get_position(nodes[1])
local initial_pos2 = gui.get_position(nodes[2])
local initial_distance = initial_pos2.x - initial_pos1.x
-- Now set bigger size
grid:set_item_size(100, 100)
-- Get new positions
local new_pos1 = gui.get_position(nodes[1])
local new_pos2 = gui.get_position(nodes[2])
local new_distance = new_pos2.x - new_pos1.x
-- Nodes should be further apart with larger size
assert(new_distance > initial_distance)
end)
it("Should set grid pivot", function()
local grid = create_grid_instance()
local nodes = create_item_nodes(4)
for i, node in ipairs(nodes) do
grid:add(node)
end
-- Get initial positions
local initial_positions = {}
for i, node in ipairs(nodes) do
initial_positions[i] = vmath.vector3(gui.get_position(node))
end
-- Change pivot from default to different value
grid:set_pivot(gui.PIVOT_NW)
-- Get new positions
local positions_changed = false
for i, node in ipairs(nodes) do
local new_pos = gui.get_position(node)
if new_pos.x ~= initial_positions[i].x or new_pos.y ~= initial_positions[i].y then
positions_changed = true
break
end
end
-- At least one node position should change
assert(positions_changed)
end)
it("Should get grid size", function()
local grid = create_grid_instance(2)
local nodes = create_item_nodes(4)
for i, node in ipairs(nodes) do
grid:add(node)
end
local size = grid:get_size()
-- Grid with 2x2 arrangement of 50x50 items should be around 100x100
-- (with spacing and potential other factors)
assert(size.x >= 100)
assert(size.y >= 100)
end)
it("Should get index by node", function()
local grid = create_grid_instance()
local nodes = create_item_nodes(3)
for i, node in ipairs(nodes) do
grid:add(node)
end
local index = grid:get_index_by_node(nodes[2])
assert(index == 2)
-- Should return nil for node not in grid
local outside_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(50, 50, 0))
local outside_index = grid:get_index_by_node(outside_node)
assert(outside_index == nil)
end)
it("Should adjust spacing when changing node size", function()
local grid = create_grid_instance(3)
local nodes = create_item_nodes(6)
for i, node in ipairs(nodes) do
grid:add(node)
end
-- Get initial distance between nodes
local pos1 = gui.get_position(nodes[1])
local pos2 = gui.get_position(nodes[2])
local horizontal_spacing = pos2.x - pos1.x
local pos1 = gui.get_position(nodes[1])
local pos4 = gui.get_position(nodes[4])
local vertical_spacing = pos1.y - pos4.y
-- Change node size (this should affect spacing)
grid:set_item_size(75, 75)
-- Get new spacing
local new_pos1 = gui.get_position(nodes[1])
local new_pos2 = gui.get_position(nodes[2])
local new_horizontal_spacing = new_pos2.x - new_pos1.x
local new_pos1 = gui.get_position(nodes[1])
local new_pos4 = gui.get_position(nodes[4])
local new_vertical_spacing = new_pos1.y - new_pos4.y
-- Both spacings should be larger with larger node size
assert(new_horizontal_spacing > horizontal_spacing)
assert(new_vertical_spacing > vertical_spacing)
end)
end)
end