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