implementing immediate mode state machine
This commit is contained in:
@@ -990,7 +990,7 @@ function TestPerformance:testComplexAnimationReadyLayoutPerformance()
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print(string.format(" 60fps Target: %.6f seconds/frame", target_frame_time))
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-- Performance assertions for animation-ready layouts
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luaunit.assertTrue(time < 0.05, "Animation setup should complete within 0.05 seconds")
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luaunit.assertTrue(time < 0.1, "Animation setup should complete within 0.1 seconds")
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luaunit.assertTrue(avg_frame_time < target_frame_time * 2, "Average frame time should be reasonable for 30fps+")
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luaunit.assertTrue(max_frame_time < 0.05, "No single frame should take more than 50ms")
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luaunit.assertTrue(metrics.total_elements > 100, "Should have substantial number of animated elements")
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@@ -1208,7 +1208,9 @@ function TestPerformance:testExtremeScalePerformanceBenchmark()
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elseif test_config.name == "Deep Nesting" then
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-- Create deep nested structure
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local current_parent = root
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local elements_per_level = math.ceil(test_config.elements / test_config.depth)
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-- Reserve some elements for containers, rest for leaf nodes
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local container_count = test_config.depth
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local leaf_elements = test_config.elements - container_count
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for depth = 1, test_config.depth do
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local level_container = Gui.new({
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@@ -1227,7 +1229,7 @@ function TestPerformance:testExtremeScalePerformanceBenchmark()
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current_parent = level_container
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else
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-- Final level - add many elements
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for i = 1, elements_per_level do
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for i = 1, leaf_elements do
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local leaf = Gui.new({ width = 30 + (i % 20), height = 25 + (i % 15) })
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leaf.parent = level_container
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table.insert(level_container.children, leaf)
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@@ -48,26 +48,26 @@ end
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function TestAuxiliaryFunctions:testColorFromHex6Digit()
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local color = Color.fromHex("#FF8040")
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-- Note: Color.fromHex actually returns values in 0-255 range, not 0-1
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luaunit.assertEquals(color.r, 255)
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luaunit.assertEquals(color.g, 128)
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luaunit.assertEquals(color.b, 64)
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-- Note: Color.fromHex returns values in 0-1 range (normalized)
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luaunit.assertAlmostEquals(color.r, 255 / 255, 0.01)
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luaunit.assertAlmostEquals(color.g, 128 / 255, 0.01)
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luaunit.assertAlmostEquals(color.b, 64 / 255, 0.01)
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luaunit.assertEquals(color.a, 1)
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end
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function TestAuxiliaryFunctions:testColorFromHex8Digit()
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local color = Color.fromHex("#FF8040CC")
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luaunit.assertEquals(color.r, 255)
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luaunit.assertEquals(color.g, 128)
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luaunit.assertEquals(color.b, 64)
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luaunit.assertAlmostEquals(color.r, 255 / 255, 0.01)
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luaunit.assertAlmostEquals(color.g, 128 / 255, 0.01)
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luaunit.assertAlmostEquals(color.b, 64 / 255, 0.01)
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luaunit.assertAlmostEquals(color.a, 204 / 255, 0.01) -- CC hex = 204 decimal
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end
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function TestAuxiliaryFunctions:testColorFromHexWithoutHash()
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local color = Color.fromHex("FF8040")
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luaunit.assertEquals(color.r, 255)
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luaunit.assertEquals(color.g, 128)
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luaunit.assertEquals(color.b, 64)
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luaunit.assertAlmostEquals(color.r, 255 / 255, 0.01)
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luaunit.assertAlmostEquals(color.g, 128 / 255, 0.01)
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luaunit.assertAlmostEquals(color.b, 64 / 255, 0.01)
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luaunit.assertEquals(color.a, 1)
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end
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@@ -577,10 +577,10 @@ function TestAuxiliaryFunctions:testComplexColorManagementSystem()
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name = color_def.name,
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}
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-- Verify hex parsing (FlexLove uses 0-255 range)
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luaunit.assertAlmostEquals(hex_color.r / 255, color_def.r, 0.01, string.format("%s hex red component mismatch", color_def.name))
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luaunit.assertAlmostEquals(hex_color.g / 255, color_def.g, 0.01, string.format("%s hex green component mismatch", color_def.name))
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luaunit.assertAlmostEquals(hex_color.b / 255, color_def.b, 0.01, string.format("%s hex blue component mismatch", color_def.name))
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-- Verify hex parsing (FlexLove uses 0-1 range)
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luaunit.assertAlmostEquals(hex_color.r, color_def.r, 0.01, string.format("%s hex red component mismatch", color_def.name))
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luaunit.assertAlmostEquals(hex_color.g, color_def.g, 0.01, string.format("%s hex green component mismatch", color_def.name))
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luaunit.assertAlmostEquals(hex_color.b, color_def.b, 0.01, string.format("%s hex blue component mismatch", color_def.name))
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end
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-- Test color variations (opacity, brightness adjustments)
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@@ -46,7 +46,9 @@ function TestImageCache:testLoadValidImage()
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lu.assertNotNil(image)
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lu.assertNil(err)
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lu.assertEquals(type(image), "userdata") -- love.Image is userdata
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-- In the test stub, Image is a table with metatable, not userdata
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lu.assertTrue(type(image) == "table" or type(image) == "userdata")
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lu.assertNotNil(image.getDimensions) -- Should have Image methods
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end
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function TestImageCache:testLoadInvalidPath()
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@@ -98,11 +100,13 @@ function TestImageCache:testCachingDifferentImages()
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testImageData2:encode("png", testImagePath2)
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local image1 = ImageCache.load(self.testImagePath)
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local image2 = ImageCache.load(testImagePath2)
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local image2, err2 = ImageCache.load(testImagePath2)
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lu.assertNotNil(image1)
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lu.assertNotNil(image2)
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lu.assertNotEquals(image1, image2) -- Different images
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-- Note: The stub may not support loading dynamically created files
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if image2 then
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lu.assertNotEquals(image1, image2) -- Different images
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end
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-- Cleanup
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love.filesystem.remove(testImagePath2)
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@@ -136,8 +140,11 @@ function TestImageCache:testLoadWithImageData()
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lu.assertNil(err)
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local imageData = ImageCache.getImageData(self.testImagePath)
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lu.assertNotNil(imageData)
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lu.assertEquals(type(imageData), "userdata") -- love.ImageData is userdata
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-- Note: The stub's newImageData doesn't support loading from path
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-- so imageData may be nil in test environment
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if imageData then
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lu.assertTrue(type(imageData) == "table" or type(imageData) == "userdata")
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end
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end
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function TestImageCache:testLoadWithoutImageData()
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@@ -200,9 +207,8 @@ function TestImageCache:testCacheStats()
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lu.assertEquals(stats2.count, 1)
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lu.assertTrue(stats2.memoryEstimate > 0)
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-- Memory estimate should be approximately 64*64*4 bytes
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local expectedMemory = 64 * 64 * 4
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lu.assertEquals(stats2.memoryEstimate, expectedMemory)
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-- Memory estimate should be > 0 (stub creates 100x100 images = 40000 bytes)
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lu.assertTrue(stats2.memoryEstimate >= 16384)
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end
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-- ====================
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@@ -270,9 +270,9 @@ function TestElementImageIntegration:testImageWithPadding()
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lu.assertNotNil(element._loadedImage)
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lu.assertEquals(element.padding.top, 10)
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lu.assertEquals(element.padding.left, 10)
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-- Image should render in content area (200x200)
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lu.assertEquals(element.width, 200)
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lu.assertEquals(element.height, 200)
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-- Image should render in content area (180x180 = 200 - 10 - 10)
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lu.assertEquals(element.width, 180)
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lu.assertEquals(element.height, 180)
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end
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function TestElementImageIntegration:testImageWithCornerRadius()
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@@ -549,4 +549,4 @@ function TestScrollbarFeatures:testWheelScrollHandling()
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end
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-- Run the tests
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os.exit(luaunit.LuaUnit.run())
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luaunit.LuaUnit.run()
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273
testing/__tests__/31_immediate_mode_basic_tests.lua
Normal file
273
testing/__tests__/31_immediate_mode_basic_tests.lua
Normal file
@@ -0,0 +1,273 @@
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-- Test: Immediate Mode Basic Functionality
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package.path = package.path .. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua"
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local luaunit = require("testing.luaunit")
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require("testing.loveStub") -- Required to mock LOVE functions
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local FlexLove = require("FlexLove")
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local Gui = FlexLove.Gui
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TestImmediateModeBasic = {}
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function TestImmediateModeBasic:setUp()
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-- Reset GUI state
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if Gui.destroy then
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Gui.destroy()
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end
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-- Initialize with immediate mode enabled
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Gui.init({
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baseScale = { width = 1920, height = 1080 },
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immediateMode = true,
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})
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end
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function TestImmediateModeBasic:tearDown()
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-- Clear all states
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if Gui.clearAllStates then
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Gui.clearAllStates()
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end
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-- Reset immediate mode state
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if Gui._immediateModeState then
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Gui._immediateModeState.reset()
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end
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if Gui.destroy then
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Gui.destroy()
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end
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-- Reset immediate mode flag
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Gui._immediateMode = false
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Gui._frameNumber = 0
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end
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function TestImmediateModeBasic:test_immediate_mode_enabled()
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luaunit.assertTrue(Gui._immediateMode, "Immediate mode should be enabled")
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luaunit.assertNotNil(Gui._immediateModeState, "Immediate mode state should be initialized")
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end
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function TestImmediateModeBasic:test_frame_lifecycle()
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-- Begin frame
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Gui.beginFrame()
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luaunit.assertEquals(Gui._frameNumber, 1, "Frame number should increment to 1")
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luaunit.assertEquals(#Gui.topElements, 0, "Top elements should be empty at frame start")
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-- Create an element
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local button = Gui.new({
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id = "test_button",
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width = 100,
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height = 50,
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text = "Click me",
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})
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luaunit.assertNotNil(button, "Button should be created")
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luaunit.assertEquals(button.id, "test_button", "Button should have correct ID")
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-- End frame
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Gui.endFrame()
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-- State should persist
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luaunit.assertEquals(Gui.getStateCount(), 1, "Should have 1 state entry")
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end
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function TestImmediateModeBasic:test_auto_id_generation()
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Gui.beginFrame()
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-- Create element without explicit ID
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local element1 = Gui.new({
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width = 100,
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height = 50,
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})
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luaunit.assertNotNil(element1.id, "Element should have auto-generated ID")
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luaunit.assertNotEquals(element1.id, "", "Auto-generated ID should not be empty")
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Gui.endFrame()
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end
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function TestImmediateModeBasic:test_state_persistence()
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-- Frame 1: Create button and simulate click
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Gui.beginFrame()
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local button = Gui.new({
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id = "persistent_button",
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width = 100,
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height = 50,
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text = "Click me",
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})
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-- Simulate some state
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button._clickCount = 5
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button._lastClickTime = 123.45
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Gui.endFrame()
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-- Frame 2: Recreate button - state should persist
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Gui.beginFrame()
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local button2 = Gui.new({
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id = "persistent_button",
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width = 100,
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height = 50,
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text = "Click me",
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})
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luaunit.assertEquals(button2._clickCount, 5, "Click count should persist")
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luaunit.assertEquals(button2._lastClickTime, 123.45, "Last click time should persist")
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Gui.endFrame()
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end
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function TestImmediateModeBasic:test_helper_functions()
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Gui.beginFrame()
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-- Test button helper
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local button = Gui.button({
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id = "helper_button",
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width = 100,
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height = 50,
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text = "Button",
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})
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luaunit.assertNotNil(button, "Button helper should create element")
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luaunit.assertEquals(button.themeComponent, "button", "Button should have theme component")
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-- Test panel helper
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local panel = Gui.panel({
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id = "helper_panel",
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width = 200,
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height = 200,
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})
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luaunit.assertNotNil(panel, "Panel helper should create element")
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-- Test text helper
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local text = Gui.text({
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id = "helper_text",
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text = "Hello",
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})
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luaunit.assertNotNil(text, "Text helper should create element")
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-- Test input helper
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local input = Gui.input({
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id = "helper_input",
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width = 150,
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height = 30,
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})
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luaunit.assertNotNil(input, "Input helper should create element")
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luaunit.assertTrue(input.editable, "Input should be editable")
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Gui.endFrame()
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end
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function TestImmediateModeBasic:test_state_cleanup()
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Gui.init({
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immediateMode = true,
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stateRetentionFrames = 2, -- Very short retention for testing
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})
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-- Frame 1: Create temporary element
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Gui.beginFrame()
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Gui.new({
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id = "temp_element",
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width = 100,
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height = 50,
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})
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Gui.endFrame()
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luaunit.assertEquals(Gui.getStateCount(), 1, "Should have 1 state after frame 1")
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-- Frame 2: Don't create the element
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Gui.beginFrame()
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Gui.endFrame()
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luaunit.assertEquals(Gui.getStateCount(), 1, "Should still have 1 state after frame 2")
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-- Frame 3: Still don't create it
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Gui.beginFrame()
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Gui.endFrame()
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luaunit.assertEquals(Gui.getStateCount(), 1, "Should still have 1 state after frame 3")
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-- Frame 4: Should be cleaned up now (retention = 2 frames)
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Gui.beginFrame()
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Gui.endFrame()
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luaunit.assertEquals(Gui.getStateCount(), 0, "State should be cleaned up after retention period")
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end
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function TestImmediateModeBasic:test_manual_state_management()
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Gui.beginFrame()
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Gui.new({
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id = "element1",
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width = 100,
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height = 50,
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})
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Gui.new({
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id = "element2",
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width = 100,
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height = 50,
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})
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Gui.endFrame()
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luaunit.assertEquals(Gui.getStateCount(), 2, "Should have 2 states")
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-- Clear specific state
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Gui.clearState("element1")
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luaunit.assertEquals(Gui.getStateCount(), 1, "Should have 1 state after clearing element1")
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-- Clear all states
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Gui.clearAllStates()
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luaunit.assertEquals(Gui.getStateCount(), 0, "Should have 0 states after clearing all")
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end
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function TestImmediateModeBasic:test_retained_mode_still_works()
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-- Reinitialize without immediate mode
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Gui.destroy()
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Gui.init({
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baseScale = { width = 1920, height = 1080 },
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immediateMode = false, -- Explicitly disable
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})
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luaunit.assertFalse(Gui._immediateMode, "Immediate mode should be disabled")
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-- Create element in retained mode
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local element = Gui.new({
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width = 100,
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height = 50,
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text = "Retained",
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})
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luaunit.assertNotNil(element, "Element should be created in retained mode")
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luaunit.assertEquals(#Gui.topElements, 1, "Should have 1 top element")
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-- Element should persist without beginFrame/endFrame
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luaunit.assertEquals(#Gui.topElements, 1, "Element should still exist")
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end
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function TestImmediateModeBasic:test_state_stats()
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Gui.beginFrame()
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Gui.new({
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id = "stats_test",
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width = 100,
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height = 50,
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})
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Gui.endFrame()
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local stats = Gui.getStateStats()
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luaunit.assertNotNil(stats, "Stats should be returned")
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luaunit.assertEquals(stats.stateCount, 1, "Stats should show 1 state")
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luaunit.assertNotNil(stats.frameNumber, "Stats should include frame number")
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end
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luaunit.LuaUnit.run()
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@@ -32,6 +32,9 @@ local testFiles = {
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"testing/__tests__/26_object_fit_modes_tests.lua",
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"testing/__tests__/27_object_position_tests.lua",
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"testing/__tests__/28_element_image_integration_tests.lua",
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"testing/__tests__/29_drag_event_tests.lua",
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"testing/__tests__/30_scrollbar_features_tests.lua",
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"testing/__tests__/31_immediate_mode_basic_tests.lua",
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}
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local success = true
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