new tests

This commit is contained in:
2025-09-18 00:24:06 -04:00
parent 8461aad479
commit d271b25ff2
9 changed files with 873 additions and 940 deletions

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@@ -394,3 +394,4 @@ end
-- Run the tests -- Run the tests
luaunit.LuaUnit.run() luaunit.LuaUnit.run()

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@@ -1,241 +0,0 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
local Gui = require("game.libs.FlexLove").GUI
local enums = require("game.libs.FlexLove").enums
-- Test case for align items alignment properties
TestAlignItems = {}
function TestAlignItems:testStretchAlignItems()
-- Create a horizontal flex container with stretch align items
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add multiple children with different heights
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout children
window:layoutChildren()
-- With stretch, children should be stretched to fill the container height
luaunit.assertEquals(child1.height, 200) -- Should stretch to full container height
luaunit.assertEquals(child2.height, 200) -- Should stretch to full container height
end
function TestAlignItems:testFlexStartAlignItems()
-- Create a horizontal flex container with flex-start align items
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.FLEX_START,
})
-- Add multiple children with different heights
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout children
window:layoutChildren()
-- With flex-start, children should be aligned to the start of the cross axis (top)
luaunit.assertEquals(child1.y, 0) -- Should be at top position
luaunit.assertEquals(child2.y, 0) -- Should be at top position
end
function TestAlignItems:testFlexEndAlignItems()
-- Create a horizontal flex container with flex-end align items
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.FLEX_END,
})
-- Add multiple children with different heights
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout children
window:layoutChildren()
-- With flex-end, children should be aligned to the end of the cross axis (bottom)
luaunit.assertEquals(child1.y, 200 - 30) -- Should be at bottom position
luaunit.assertEquals(child2.y, 200 - 40) -- Should be at bottom position
end
function TestAlignItems:testCenterAlignItems()
-- Create a horizontal flex container with center align items
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add multiple children with different heights
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout children
window:layoutChildren()
-- With center, children should be centered along the cross axis
luaunit.assertEquals(child1.y, (200 - 30) / 2) -- Should be centered vertically
luaunit.assertEquals(child2.y, (200 - 40) / 2) -- Should be centered vertically
end
function TestAlignItems:testVerticalAlignItems()
-- Create a vertical flex container with align items properties
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add multiple children with different widths
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout children
window:layoutChildren()
-- With vertical container, align items affects the X axis
luaunit.assertEquals(child1.x, (300 - 50) / 2) -- Should be centered horizontally
luaunit.assertEquals(child2.x, (300 - 60) / 2) -- Should be centered horizontally
end
function TestAlignItems:testAlignItemsInheritance()
-- Create a parent with stretch alignment
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a child without explicit alignment (should inherit)
local child = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
})
-- Verify child inherits align items from parent
luaunit.assertEquals(child.alignItems, enums.AlignItems.STRETCH)
end
-- Run the tests
luaunit.LuaUnit.run()

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@@ -1,199 +0,0 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
local Gui = require("game.libs.FlexLove").GUI
local enums = require("game.libs.FlexLove").enums
-- Test case for align self properties
TestAlignSelf = {}
function TestAlignSelf:testAutoAlignSelf()
-- Create a flex container with default alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add a child with auto align self
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.AUTO,
})
-- Layout children
window:layoutChildren()
-- With auto, child should inherit alignment from parent's alignItems
luaunit.assertEquals(child.alignSelf, enums.AlignSelf.AUTO)
end
function TestAlignSelf:testStretchAlignSelf()
-- Create a flex container with stretch alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add a child with stretch align self
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.STRETCH,
})
-- Layout children
window:layoutChildren()
-- With stretch, child should be stretched to fill container height
luaunit.assertEquals(child.height, 200) -- Should stretch to full container height
end
function TestAlignSelf:testFlexStartAlignSelf()
-- Create a flex container with center alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add a child with flex-start align self
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.FLEX_START,
})
-- Layout children
window:layoutChildren()
-- With flex-start, child should be aligned to the start of cross axis (top)
luaunit.assertEquals(child.y, 0) -- Should be at top position
end
function TestAlignSelf:testFlexEndAlignSelf()
-- Create a flex container with center alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add a child with flex-end align self
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.FLEX_END,
})
-- Layout children
window:layoutChildren()
-- With flex-end, child should be aligned to the end of cross axis (bottom)
luaunit.assertEquals(child.y, 200 - 30) -- Should be at bottom position
end
function TestAlignSelf:testCenterAlignSelf()
-- Create a flex container with stretch alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add a child with center align self
local child = Gui.new({
parent = window,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.CENTER,
})
-- Layout children
window:layoutChildren()
-- With center, child should be centered along cross axis
luaunit.assertEquals(child.x, 0)
luaunit.assertEquals(child.y, (200 - 30) / 2) -- Should be centered vertically
end
function TestAlignSelf:testVerticalAlignSelf()
-- Create a vertical flex container with center alignment
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add a child with center align self
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
alignSelf = enums.AlignSelf.CENTER,
})
-- Layout children
window:layoutChildren()
-- With vertical container, align self affects the X axis
luaunit.assertEquals(child.x, (300 - 50) / 2) -- Should be centered horizontally
end
-- Run the tests
luaunit.LuaUnit.run()

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@@ -0,0 +1,475 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
local Gui = require("game.libs.FlexLove").GUI
local enums = require("game.libs.FlexLove").enums
-- Test case for branching flex layouts
TestBranchingLayouts = {}
function TestBranchingLayouts:testMultipleChildrenAtSameLevel()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create first child with different properties
local child1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 100,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create second child with different properties
local child2 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
-- Add children to first child (nested)
local nestedChild1 = Gui.new({
parent = child1,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local nestedChild2 = Gui.new({
parent = child1,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Add children to second child (nested)
local nestedChild3 = Gui.new({
parent = child2,
x = 0,
y = 0,
w = 70,
h = 40,
text = "Button 3",
})
local nestedChild4 = Gui.new({
parent = child2,
x = 0,
y = 0,
w = 80,
h = 50,
text = "Button 4",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the main children are positioned correctly
luaunit.assertEquals(child1.x, 0)
luaunit.assertEquals(child1.y, 0)
luaunit.assertEquals(child2.x, 100)
luaunit.assertEquals(child2.y, 0)
-- Verify that nested children in first child are laid out correctly (vertical)
luaunit.assertEquals(nestedChild1.x, 0)
luaunit.assertEquals(nestedChild1.y, 0)
luaunit.assertEquals(nestedChild2.x, 0)
luaunit.assertEquals(nestedChild2.y, 30 + 10) -- Should be positioned after first child + gap
-- Verify that nested children in second child are laid out correctly (centered vertically)
luaunit.assertEquals(nestedChild3.x, 0)
luaunit.assertEquals(nestedChild3.y, (100 - 40) / 2) -- Should be centered vertically
luaunit.assertEquals(nestedChild4.x, 0)
luaunit.assertEquals(nestedChild4.y, (100 - 50) / 2 + 40 + 10) -- Should be positioned after first child + gap
end
function TestBranchingLayouts:testAsymmetricBranchingStructure()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 400,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a child with 3 branches - different sizes
local branch1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 100,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local branch2 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
local branch3 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_END,
alignItems = enums.AlignItems.FLEX_END,
})
-- Add children to each branch with different sizes
local child1_1 = Gui.new({
parent = branch1,
x = 0,
y = 0,
w = 50,
h = 20,
text = "Button 1",
})
local child1_2 = Gui.new({
parent = branch1,
x = 0,
y = 0,
w = 60,
h = 30,
text = "Button 2",
})
-- Add children to second branch
local child2_1 = Gui.new({
parent = branch2,
x = 0,
y = 0,
w = 70,
h = 40,
text = "Button 3",
})
local child2_2 = Gui.new({
parent = branch2,
x = 0,
y = 0,
w = 80,
h = 50,
text = "Button 4",
})
local child2_3 = Gui.new({
parent = branch2,
x = 0,
y = 0,
w = 90,
h = 60,
text = "Button 5",
})
-- Add children to third branch
local child3_1 = Gui.new({
parent = branch3,
x = 0,
y = 0,
w = 70,
h = 40,
text = "Button 6",
})
local child3_2 = Gui.new({
parent = branch3,
x = 0,
y = 0,
w = 80,
h = 50,
text = "Button 7",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the branches are positioned correctly
luaunit.assertEquals(branch1.x, 0)
luaunit.assertEquals(branch1.y, 0)
luaunit.assertEquals(branch2.x, 100)
luaunit.assertEquals(branch2.y, 0)
luaunit.assertEquals(branch3.x, 250)
luaunit.assertEquals(branch3.y, 0)
-- Verify that children in first branch are laid out correctly (flex-start)
luaunit.assertEquals(child1_1.x, 0)
luaunit.assertEquals(child1_1.y, 0)
luaunit.assertEquals(child1_2.x, 0)
luaunit.assertEquals(child1_2.y, 20 + 10) -- Should be positioned after first child + gap
-- Verify that children in second branch are laid out correctly (centered)
luaunit.assertEquals(child2_1.x, 0)
luaunit.assertEquals(child2_1.y, (100 - 40) / 2) -- Should be centered vertically
luaunit.assertEquals(child2_2.x, 0)
luaunit.assertEquals(child2_2.y, (100 - 50) / 2 + 40 + 10) -- Should be positioned after first child + gap
luaunit.assertEquals(child2_3.x, 0)
luaunit.assertEquals(child2_3.y, (100 - 60) / 2 + 40 + 10 + 50 + 10) -- Should be positioned after second child + gap
-- Verify that children in third branch are laid out correctly (flex-end)
luaunit.assertEquals(child3_1.x, 0)
luaunit.assertEquals(child3_1.y, 100 - 40) -- Should be at bottom position
luaunit.assertEquals(child3_2.x, 0)
luaunit.assertEquals(child3_2.y, 100 - 50 - 10) -- Should be positioned after first child + gap
end
function TestBranchingLayouts:testMixedFlexDirectionInBranches()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 400,
h = 300,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a child branch with horizontal direction
local horizontalBranch = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 200,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a child branch with vertical direction
local verticalBranch = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 200,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children to horizontal branch
local child1 = Gui.new({
parent = horizontalBranch,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = horizontalBranch,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Add children to vertical branch
local child3 = Gui.new({
parent = verticalBranch,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 3",
})
local child4 = Gui.new({
parent = verticalBranch,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 4",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the branches are positioned correctly
luaunit.assertEquals(horizontalBranch.x, 0)
luaunit.assertEquals(horizontalBranch.y, 0)
luaunit.assertEquals(verticalBranch.x, 200)
luaunit.assertEquals(verticalBranch.y, 0)
-- Verify that children in horizontal branch are laid out horizontally
luaunit.assertEquals(child1.x, 0)
luaunit.assertEquals(child1.y, 0)
luaunit.assertEquals(child2.x, 50 + 10) -- Should be positioned after first child + gap
luaunit.assertEquals(child2.y, 0)
-- Verify that children in vertical branch are laid out vertically
luaunit.assertEquals(child3.x, 0)
luaunit.assertEquals(child3.y, 0)
luaunit.assertEquals(child4.x, 0)
luaunit.assertEquals(child4.y, 30 + 10) -- Should be positioned after first child + gap
end
function TestBranchingLayouts:testCrossBranchAlignmentCoordination()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 400,
h = 300,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.SPACE_BETWEEN,
alignItems = enums.AlignItems.CENTER,
})
-- Create a child branch with different alignment
local branch1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create another child branch with different alignment
local branch2 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.CENTER,
})
-- Add children to first branch
local child1_1 = Gui.new({
parent = branch1,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child1_2 = Gui.new({
parent = branch1,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Add children to second branch
local child2_1 = Gui.new({
parent = branch2,
x = 0,
y = 0,
w = 70,
h = 30,
text = "Button 3",
})
local child2_2 = Gui.new({
parent = branch2,
x = 0,
y = 0,
w = 80,
h = 40,
text = "Button 4",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the branches are positioned correctly with space between
luaunit.assertEquals(branch1.x, 0)
luaunit.assertEquals(branch1.y, (300 - 150) / 2) -- Should be centered vertically
luaunit.assertEquals(branch2.x, 250)
luaunit.assertEquals(branch2.y, (300 - 150) / 2) -- Should be centered vertically
-- Verify that children in first branch are laid out with stretch alignment
luaunit.assertEquals(child1_1.x, 0)
luaunit.assertEquals(child1_1.y, 0)
luaunit.assertEquals(child1_2.x, 0)
luaunit.assertEquals(child1_2.y, 30 + 10) -- Should be positioned after first child + gap
-- Verify that children in second branch are laid out with center alignment
luaunit.assertEquals(child2_1.x, (150 - 70) / 2) -- Should be centered horizontally
luaunit.assertEquals(child2_1.y, 0)
luaunit.assertEquals(child2_2.x, (150 - 80) / 2) -- Should be centered horizontally
luaunit.assertEquals(child2_2.y, 30 + 10) -- Should be positioned after first child + gap
end
-- Run the tests
luaunit.LuaUnit.run()

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@@ -397,4 +397,5 @@ function TestComplexNestedLayouts:testComplexAlignmentInNesting()
end end
-- Run the tests -- Run the tests
os.exit(luaunit.LuaUnit.run()) luaunit.LuaUnit.run()

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@@ -0,0 +1,393 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
local Gui = require("game.libs.FlexLove").GUI
local enums = require("game.libs.FlexLove").enums
-- Test case for depth testing in nested layouts
TestDepthLayouts = {}
function TestDepthLayouts:testMaximumNestingDepth()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a deeply nested structure (5 levels deep)
local level1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 250,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level2 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 200,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level3 = Gui.new({
parent = level2,
x = 0,
y = 0,
w = 150,
h = 80,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
local level4 = Gui.new({
parent = level3,
x = 0,
y = 0,
w = 100,
h = 60,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level5 = Gui.new({
parent = level4,
x = 0,
y = 0,
w = 50,
h = 40,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_END,
alignItems = enums.AlignItems.FLEX_END,
})
-- Add a child to the deepest level
local deepChild = Gui.new({
parent = level5,
x = 0,
y = 0,
w = 20,
h = 15,
text = "Deep Child",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that each level is positioned correctly
luaunit.assertEquals(level1.x, 0)
luaunit.assertEquals(level1.y, 0)
luaunit.assertEquals(level2.x, 0)
luaunit.assertEquals(level2.y, 0)
luaunit.assertEquals(level3.x, 0)
luaunit.assertEquals(level3.y, 0)
luaunit.assertEquals(level4.x, 0)
luaunit.assertEquals(level4.y, 0)
luaunit.assertEquals(level5.x, 0)
luaunit.assertEquals(level5.y, 0)
-- Verify that the deepest child is positioned correctly
luaunit.assertEquals(deepChild.x, 0)
luaunit.assertEquals(deepChild.y, 40 - 15) -- Should be at bottom position
end
function TestDepthLayouts:testPropertyInheritanceThroughNesting()
-- Create a parent window with specific properties
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.SPACE_BETWEEN,
alignItems = enums.AlignItems.CENTER,
flexWrap = enums.FlexWrap.WRAP,
})
-- Create nested structure with inherited properties
local level1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 250,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level2 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 200,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
-- Add children to each level
local child1 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Child 1",
})
local child2 = Gui.new({
parent = level2,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Child 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that properties are inherited appropriately
-- The parent's flexWrap should be preserved through nesting
-- The level1's flexDirection should be VERTICAL, and level2's should be HORIZONTAL
luaunit.assertEquals(level1.x, 0)
luaunit.assertEquals(level1.y, (200 - 150) / 2) -- Centered vertically
luaunit.assertEquals(level2.x, 0)
luaunit.assertEquals(level2.y, 0)
-- Verify that children are positioned correctly based on their container's properties
luaunit.assertEquals(child1.x, 0)
luaunit.assertEquals(child1.y, (150 - 30) / 2) -- Centered vertically within level1
luaunit.assertEquals(child2.x, (200 - 60) / 2) -- Centered horizontally within level2
luaunit.assertEquals(child2.y, (100 - 40) / 2) -- Centered vertically within level2
end
function TestDepthLayouts:testSizeCalculationAccuracyAtDepth()
-- Create a parent window with specific dimensions
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 400,
h = 300,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create nested structure with precise sizing
local level1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level2 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 250,
h = 150,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level3 = Gui.new({
parent = level2,
x = 0,
y = 0,
w = 200,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
-- Add children to the deepest level
local child1 = Gui.new({
parent = level3,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Child 1",
})
local child2 = Gui.new({
parent = level3,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Child 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that dimensions are preserved through nesting
luaunit.assertEquals(level1.w, 300)
luaunit.assertEquals(level1.h, 200)
luaunit.assertEquals(level2.w, 250)
luaunit.assertEquals(level2.h, 150)
luaunit.assertEquals(level3.w, 200)
luaunit.assertEquals(level3.h, 100)
-- Verify that children are positioned correctly within their containers
luaunit.assertEquals(child1.x, (200 - 50) / 2) -- Centered horizontally within level3
luaunit.assertEquals(child1.y, (100 - 30) / 2) -- Centered vertically within level3
luaunit.assertEquals(child2.x, (200 - 60) / 2 + 50 + 10) -- Positioned after first child + gap
luaunit.assertEquals(child2.y, (100 - 40) / 2) -- Centered vertically within level3
end
function TestDepthLayouts:testEdgeCasesInDeepLayouts()
-- Create a parent window with complex layout properties
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 400,
h = 300,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.SPACE_BETWEEN,
alignItems = enums.AlignItems.STRETCH,
flexWrap = enums.FlexWrap.WRAP,
})
-- Create a deep nested structure with varying child sizes
local level1 = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 350,
h = 250,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
local level2 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
-- Add children with different sizes at various depths
local child1 = Gui.new({
parent = level2,
x = 0,
y = 0,
w = 80,
h = 40,
text = "Child 1",
})
local child2 = Gui.new({
parent = level2,
x = 0,
y = 0,
w = 100,
h = 50,
text = "Child 2",
})
-- Add children to the deepest level
local deepChild1 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 30,
h = 20,
text = "Deep Child 1",
})
local deepChild2 = Gui.new({
parent = level1,
x = 0,
y = 0,
w = 40,
h = 25,
text = "Deep Child 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that edge cases are handled correctly
luaunit.assertEquals(level1.x, 0)
luaunit.assertEquals(level1.y, 0)
luaunit.assertEquals(level2.x, 0)
luaunit.assertEquals(level2.y, 0)
-- Verify children in level2 are positioned correctly (centered)
luaunit.assertEquals(child1.x, (300 - 80) / 2) -- Centered horizontally
luaunit.assertEquals(child1.y, (200 - 40) / 2) -- Centered vertically
luaunit.assertEquals(child2.x, (300 - 100) / 2 + 80 + 10) -- Positioned after first child + gap
luaunit.assertEquals(child2.y, (200 - 50) / 2) -- Centered vertically
-- Verify children in level1 are positioned correctly
luaunit.assertEquals(deepChild1.x, 0)
luaunit.assertEquals(deepChild1.y, 0)
luaunit.assertEquals(deepChild2.x, 0)
luaunit.assertEquals(deepChild2.y, 20 + 10) -- Positioned after first child + gap
end
-- Run the tests
luaunit.LuaUnit.run()

View File

@@ -1,243 +0,0 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
-- Mock Logger to avoid dependency issues
local Logger = {
debug = function() end,
info = function() end,
warn = function() end,
error = function() end,
}
-- Make sure the logger is available in the global scope
_G.Logger = Logger
local Gui = require("game.libs.FlexLove").GUI
local Color = require("game.libs.FlexLove").Color
local enums = require("game.libs.FlexLove").enums
-- Test case for flex container layout behavior
TestFlexContainer = {}
function TestFlexContainer:testWindowWithFlexPositioning()
-- Create a window with flex positioning
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Verify window properties
luaunit.assertEquals(window.x, 0)
luaunit.assertEquals(window.y, 0)
luaunit.assertEquals(window.width, 300)
luaunit.assertEquals(window.height, 200)
luaunit.assertEquals(window.positioning, enums.Positioning.FLEX)
luaunit.assertEquals(window.flexDirection, enums.FlexDirection.HORIZONTAL)
luaunit.assertEquals(window.justifyContent, enums.JustifyContent.FLEX_START)
luaunit.assertEquals(window.alignItems, enums.AlignItems.STRETCH)
end
function TestFlexContainer:testWindowAutoSizing()
-- Create a window with flex positioning and auto-sizing
local window = Gui.new({
x = 0,
y = 0,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add a child with explicit dimensions
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
})
-- Verify that the window auto-sizes to fit children (this should be calculated by layoutChildren)
window:layoutChildren()
-- The window should have auto-sized based on children
luaunit.assertEquals(#window.children, 1)
luaunit.assertEquals(window.children[1], child)
end
function TestFlexContainer:testWindowWithMultipleChildren()
-- Create a flex container window
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add multiple children
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
local child3 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 70,
h = 50,
text = "Button 3",
})
-- Verify all children are added
luaunit.assertEquals(#window.children, 3)
luaunit.assertEquals(window.children[1], child1)
luaunit.assertEquals(window.children[2], child2)
luaunit.assertEquals(window.children[3], child3)
-- Test layout calculation
window:layoutChildren()
-- Verify children positions are calculated (basic checks)
luaunit.assertEquals(child1.x, 0) -- First child should be at start position
end
function TestFlexContainer:testWindowDimensionsUpdateWhenChildrenAdded()
-- Create a flex container window with explicit size
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add a child
local child = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Test Button",
})
-- Test that layoutChildren properly calculates positions
window:layoutChildren()
-- Window dimensions should remain unchanged since we explicitly set them
luaunit.assertEquals(window.width, 300)
luaunit.assertEquals(window.height, 200)
end
function TestFlexContainer:testWindowAutoSizingWhenNotExplicitlySet()
-- Create a flex container window without explicit size (should auto-size)
local window = Gui.new({
x = 0,
y = 0,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Test auto-sizing calculation
window:layoutChildren()
-- The window should have auto-sized based on children (this is a basic check)
luaunit.assertEquals(#window.children, 2)
end
function TestFlexContainer:testContainerLayoutChildrenFunction()
-- Create a flex container window
local window = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children
local child1 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = window,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Test that layoutChildren function exists and works
luaunit.assertNotNil(window.layoutChildren)
-- Run the layout function
window:layoutChildren()
-- Verify child positions (this is a basic test of functionality)
luaunit.assertEquals(child1.x, 0) -- Should be at position 0 initially
end
-- Run the tests
luaunit.LuaUnit.run()

View File

@@ -296,5 +296,4 @@ function TestJustifyContent:testVerticalJustifyContent()
end end
-- Run the tests -- Run the tests
os.exit(luaunit.LuaUnit.run()) luaunit.LuaUnit.run()

View File

@@ -1,253 +0,0 @@
package.path = package.path
.. ";./?.lua;./game/?.lua;./game/utils/?.lua;./game/components/?.lua;./game/systems/?.lua;./testing/?.lua"
local luaunit = require("testing.luaunit")
require("testing.love_helper")
local Gui = require("game.libs.FlexLove").GUI
local enums = require("game.libs.FlexLove").enums
-- Test case for nested flex layouts
TestNestedLayouts = {}
function TestNestedLayouts:testSimpleNestedFlex()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a child window (nested flex container)
local childWindow = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children to nested window
local child1 = Gui.new({
parent = childWindow,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = childWindow,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the nested window is positioned correctly within parent
luaunit.assertEquals(childWindow.x, 0) -- Should be positioned at start of parent
luaunit.assertEquals(childWindow.y, 0) -- Should be positioned at start of parent
-- Verify that nested children are laid out correctly
luaunit.assertEquals(child1.x, 0) -- Nested child should be at left position
luaunit.assertEquals(child1.y, 0) -- Nested child should be at top position
luaunit.assertEquals(child2.x, 0) -- Nested child should be at left position
luaunit.assertEquals(child2.y, 30 + 10) -- Should be positioned after first child + gap
end
function TestNestedLayouts:testDeeplyNestedFlex()
-- Create a parent window with horizontal flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a nested window
local nestedWindow = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.CENTER,
alignItems = enums.AlignItems.CENTER,
})
-- Create a deeply nested window
local deepNestedWindow = Gui.new({
parent = nestedWindow,
x = 0,
y = 0,
w = 75,
h = 50,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children to deep nested window
local child1 = Gui.new({
parent = deepNestedWindow,
x = 0,
y = 0,
w = 20,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = deepNestedWindow,
x = 0,
y = 0,
w = 30,
h = 40,
text = "Button 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify nested structure and positioning
luaunit.assertEquals(nestedWindow.x, 0)
luaunit.assertEquals(nestedWindow.y, 0)
luaunit.assertEquals(deepNestedWindow.x, 37.5)
luaunit.assertEquals(deepNestedWindow.y, 25)
-- Verify that deep nested children are laid out correctly
luaunit.assertEquals(child1.x, 0)
luaunit.assertEquals(child1.y, (50 - 30) / 2) -- Should be centered vertically
luaunit.assertEquals(child2.x, 20 + 10) -- Should be positioned after first child + gap
luaunit.assertEquals(child2.y, (50 - 40) / 2) -- Should be centered vertically
end
function TestNestedLayouts:testNestedFlexWithDifferentDirections()
-- Create a parent with horizontal direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a nested window with vertical direction
local childWindow = Gui.new({
parent = parentWindow,
x = 0,
y = 0,
w = 150,
h = 100,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.VERTICAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Add children to nested window with different sizes
local child1 = Gui.new({
parent = childWindow,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
local child2 = Gui.new({
parent = childWindow,
x = 0,
y = 0,
w = 60,
h = 40,
text = "Button 2",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that the nested container properly layouts its children vertically
luaunit.assertEquals(child1.x, 0) -- Should be at left position
luaunit.assertEquals(child1.y, 0) -- Should be at top position
luaunit.assertEquals(child2.x, 0) -- Should be at left position
luaunit.assertEquals(child2.y, 30 + 10) -- Should be positioned after first child + gap
-- Verify that the parent container positions its children horizontally
luaunit.assertEquals(childWindow.x, 0) -- Should be at start of parent
end
function TestNestedLayouts:testAbsolutePositioningInNestedLayout()
-- Create a parent with flex direction
local parentWindow = Gui.new({
x = 0,
y = 0,
w = 300,
h = 200,
positioning = enums.Positioning.FLEX,
flexDirection = enums.FlexDirection.HORIZONTAL,
justifyContent = enums.JustifyContent.FLEX_START,
alignItems = enums.AlignItems.STRETCH,
})
-- Create a nested window with absolute positioning
local childWindow = Gui.new({
parent = parentWindow,
x = 50,
y = 50,
w = 150,
h = 100,
positioning = enums.Positioning.ABSOLUTE,
})
-- Add children to nested window
local child1 = Gui.new({
parent = childWindow,
x = 0,
y = 0,
w = 50,
h = 30,
text = "Button 1",
})
-- Layout all children
parentWindow:layoutChildren()
-- Verify that absolute positioned nested window maintains its position
luaunit.assertEquals(childWindow.x, 50)
luaunit.assertEquals(childWindow.y, 50)
-- Verify that absolute positioning doesn't interfere with parent layout
luaunit.assertEquals(parentWindow.children[1], childWindow)
end
-- Run the tests
os.exit(luaunit.LuaUnit.run())