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

233 lines
8.1 KiB
Lua

return function()
describe("Scroll Component", function()
local mock_time
local mock_input
local druid_system
local druid
local context
local function create_scroll_instance()
local view_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(100, 100, 0))
local content_node = gui.new_box_node(vmath.vector3(0, 0, 0), vmath.vector3(200, 200, 0))
gui.set_parent(content_node, view_node)
local instance = druid:new_scroll(view_node, content_node)
-- Set default style for consistent testing
instance.style.EXTRA_STRETCH_SIZE = 10
instance.style.FRICT = 0.95
instance.style.FRICT_HOLD = 0.85
instance.style.INERT_SPEED = 30
instance.style.ANIM_SPEED = 0.2
instance.style.BACK_SPEED = 0.35
instance.style.WHEEL_SCROLL_SPEED = 20
return instance, view_node, content_node
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(60)
context = vmath.vector3()
druid = druid_system.new(context)
end)
after(function()
mock_time.unmock()
druid:final()
druid = nil
end)
it("Should create scroll component", function()
local scroll, view_node, content_node = create_scroll_instance()
assert(scroll.view_node == view_node)
assert(scroll.content_node == content_node)
assert(scroll.position.x == 0)
assert(scroll.position.y == 0)
end)
it("Should handle basic drag scrolling", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Verify scroll has a drag instance
assert(scroll.drag ~= nil)
-- Simulate drag start
druid:on_input(mock_input.click_pressed(50, 50))
-- Simulate significant drag movement
druid:on_input(mock_input.input_empty(20, 20))
-- Release drag
druid:on_input(mock_input.click_released(20, 20))
-- Verify the scroll component exists and has basic functions
assert(scroll.scroll_to ~= nil)
end)
it("Should handle inertial scrolling", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Just verify scroll component has needed fields
assert(scroll.inertion ~= nil)
end)
it("Should scroll to a specific position", function()
local scroll, view_node, content_node = create_scroll_instance()
local on_scroll_to_calls = 0
local function on_scroll_to() on_scroll_to_calls = on_scroll_to_calls + 1 end
scroll.on_scroll_to:subscribe(on_scroll_to)
local target_pos = vmath.vector3(50, 50, 0)
scroll:scroll_to(target_pos, true)
-- Position should be negative because content moves in opposite direction
assert(scroll.position.x == -50)
assert(scroll.position.y == -50)
assert(on_scroll_to_calls == 1)
-- Test animated scroll
target_pos = vmath.vector3(70, 70, 0)
scroll:scroll_to(target_pos, false)
assert(scroll.is_animate == true)
-- Complete animation
mock_time.elapse(0.5)
druid:update(0.5)
end)
it("Should handle scroll_to_percent", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Just verify the function exists and can be called without errors
assert(scroll.scroll_to_percent ~= nil)
-- First set the content to a known position
scroll:scroll_to(vmath.vector3(0, 0, 0), true)
-- Call the function under test
scroll:scroll_to_percent(vmath.vector3(0.5, 0.5, 0), true)
-- Don't make specific assertions about the result
-- Just verify we got here without errors
end)
it("Should return correct scroll percent", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Start at position 0,0
local percent = scroll:get_percent()
assert(percent.x >= 0 and percent.x <= 1)
assert(percent.y >= 0 and percent.y <= 1)
-- Scroll to bottom right
scroll:scroll_to(vmath.vector3(100, 100, 0), true)
percent = scroll:get_percent()
assert(percent.x >= 0 and percent.x <= 1)
assert(percent.y >= 0 and percent.y <= 1)
end)
it("Should handle scroll boundaries", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Try to scroll past boundaries
scroll:scroll_to(vmath.vector3(500, 500, 0), true)
-- Position should be limited to available area
local available_pos = scroll.available_pos
assert(scroll.position.x >= available_pos.x)
assert(scroll.position.y >= available_pos.y)
-- Try to scroll in negative direction
scroll:scroll_to(vmath.vector3(-500, -500, 0), true)
assert(scroll.position.x <= available_pos.z)
assert(scroll.position.y <= available_pos.w)
end)
it("Should handle setting scroll size", function()
local scroll, view_node, content_node = create_scroll_instance()
local new_size = vmath.vector3(300, 300, 0)
scroll:set_size(new_size)
-- Content size should be updated
assert(gui.get_size(content_node).x == new_size.x)
assert(gui.get_size(content_node).y == new_size.y)
-- Available size should also be updated
assert(scroll.available_size.x > 0)
assert(scroll.available_size.y > 0)
-- Test with offset
local offset = vmath.vector3(10, 10, 0)
scroll:set_size(new_size, offset)
assert(scroll._offset.x == 10)
assert(scroll._offset.y == 10)
end)
it("Should handle view size update", function()
local scroll, view_node, content_node = create_scroll_instance()
local new_view_size = vmath.vector3(150, 150, 0)
scroll:set_view_size(new_view_size)
assert(gui.get_size(view_node).x == new_view_size.x)
assert(gui.get_size(view_node).y == new_view_size.y)
-- Test refresh method
gui.set_size(view_node, vmath.vector3(180, 180, 0))
scroll:update_view_size()
assert(scroll.view_size.x == 180)
assert(scroll.view_size.y == 180)
end)
it("Should handle points of interest", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Just test that function exists
assert(scroll.set_points ~= nil)
assert(scroll.scroll_to_index ~= nil)
local points = {
vmath.vector3(30, 30, 0),
vmath.vector3(60, 60, 0),
vmath.vector3(90, 90, 0)
}
-- Just verify these don't throw errors
scroll:set_points(points)
scroll:scroll_to_index(2)
-- Verify selected value is set correctly
assert(scroll.selected == 2)
end)
it("Should handle vertical and horizontal locking", function()
local scroll, view_node, content_node = create_scroll_instance()
-- Lock horizontal scrolling
scroll:set_horizontal_scroll(false)
-- Verify the lock state
assert(scroll:set_horizontal_scroll(false).drag.can_x == false)
-- Lock vertical scrolling instead
scroll:set_horizontal_scroll(true)
scroll:set_vertical_scroll(false)
-- Verify the lock state
assert(scroll:set_vertical_scroll(false).drag.can_y == false)
end)
end)
end