# GUI tests Widget-level playback tests for the Cockatrice client, driven by [QtTesting](https://github.com/Kitware/QtTesting) (`external/qttesting`, a submodule). Each `*_test.xml` file is a list of events that QtTesting replays against the running application; a test passes when every event is handled without error. ## Running ```bash git submodule update --init external/qttesting # once cmake -S . -B build/debug -DCMAKE_BUILD_TYPE=Debug -DWITH_SERVER=0 -DWITH_GUI_TEST=ON cmake --build build/debug -j 24 ./Testing/run_test.sh --all # headless, offscreen ./Testing/run_test.sh Testing/smoke_test.xml # one file ./Testing/run_test.sh --visual Testing/smoke_test.xml # shows the window ``` `WITH_GUI_TEST` is on by default; a checkout without the submodule configures with a warning and no harness. `COCKATRICE_BIN` points the runner at another build, and `TEST_TIMEOUT` (seconds, default 180) bounds a single test — a failing event inside a modal dialog can otherwise leave the process alive. The client also hard-exits a few seconds after playback returns, whatever the result. The tests are **not** part of `ctest`: they need a card database and a developer's settings, so they stay a local loop for now. ## Caveats - **Not hermetic.** The client reads the local settings and card database, so a test can pass on one machine and fail on another. Avoid asserting things that restored workspace state or user preferences decide (for example the number of open tabs). - **English labels only.** Menu entries are addressed by their (translated) text, so the tests expect the source language. Widgets are addressed by objectName paths, which are stable across translations. - Actions that open a dialog are followed by a `pause` event: playback continues in the dialog's own event loop, and the pause gives the UI time to build itself. - Widget paths include Qt-internal names where a QTabWidget is involved (`qt_tabwidget_stackedwidget`), and the deck views in a game are indexed (`tabbedDeckView_0`, `tabbedDeckView_1`). ## Writing a test A test is a `` list. Widgets are named by their path from the main window, e.g. `MainWindow/tabSupervisor/stackedWidget/TabGame/phasesMenu`. Useful commands: | Command | Arguments | Effect | |---------|-----------|--------| | `activate` | action or menu name | triggers a QAction (menus are opened first) | | `key` | Qt key code | presses that key on the focused widget | | `pause` | milliseconds | waits, letting the UI settle | | `clickCard` | `card,zone` | double click the card found in that zone (plays it from hand) | | `flipCard` | `card,zone` | right-click → *Turn Over* | | `cardAction` | `card,zone,label` | right-click → first menu entry whose label contains `label` (submenus included) | | `moveCard` | `card,srcZone,dstZone` | drags the card onto the destination zone | | `drawArrow` | `srcCard,srcZone,dstCard,dstZone` | right-drag an arrow between two cards | | `createToken` | `name,color,pt` | creates a token as the active local player | | `selectItem` | `item label` | selects the tree/list entry with that label | | `typeText` | `text` | types text one key event at a time | | `expectProperty` | `property,value` | fails playback unless the widget property matches | The card, item and property commands are `pqCockatriceEventPlayer` (`cockatrice/src/game_graphics/pq_cockatrice_event_player.h`). They resolve cards by name and zone through the `QGraphicsScene` and send real mouse events at the card's current viewport position, so a test does not depend on the window size or screen resolution.