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author | Kartik K. Agaram <vc@akkartik.com> | 2023-08-26 15:47:27 -0700 |
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committer | Kartik K. Agaram <vc@akkartik.com> | 2023-08-26 15:47:27 -0700 |
commit | e1fcd7c9c37a81c6198a2162b6348fe595ef21d5 (patch) | |
tree | fcf252a3e8de50b2256220797fdcaf47fe1bdc12 | |
parent | 3b88c6540d3a3571167fd4d624a78ea0f1deb05d (diff) | |
parent | ca4ad8a9e50b62999566a211babc324b5a846feb (diff) | |
download | view.love-e1fcd7c9c37a81c6198a2162b6348fe595ef21d5.tar.gz |
Merge lines.love
-rw-r--r-- | app.lua | 308 | ||||
-rw-r--r-- | reference.md | 16 | ||||
-rw-r--r-- | text_tests | 5 |
3 files changed, 152 insertions, 177 deletions
diff --git a/app.lua b/app.lua index 89c7bf1..87211ef 100644 --- a/app.lua +++ b/app.lua @@ -1,15 +1,11 @@ -- love.run: main entrypoint function for LÖVE -- -- Most apps can just use the default shown in https://love2d.org/wiki/love.run, --- but we need to override it to install a test harness. --- --- A test harness needs to check what the 'real' code did. --- To do this it needs to hook into primitive operations performed by code. --- Our hooks all go through the `App` global. When running tests they operate --- on fake screen, keyboard and so on. Once all tests pass, the App global --- will hook into the real screen, keyboard and so on. --- --- Scroll below this function for more details. +-- but we need to override it to: +-- * run all tests (functions starting with 'test_') on startup, and +-- * save some state that makes it possible to switch between the main app +-- and a source editor, while giving each the illusion of complete +-- control. function love.run() App.snapshot_love() -- Tests always run at the start. @@ -44,81 +40,14 @@ function love.run() end end --- I've been building LÖVE apps for a couple of months now, and often feel --- stupid. I seem to have a smaller short-term memory than most people, and --- LÖVE apps quickly grow to a point where I need longer and longer chunks of --- focused time to make changes to them. The reason: I don't have a way to --- write tests yet. So before I can change any piece of an app, I have to --- bring into my head all the ways it can break. This isn't the case on other --- platforms, where I can be productive in 5- or 10-minute increments. Because --- I have tests. --- --- Most test harnesses punt on testing I/O, and conventional wisdom is to test --- business logic, not I/O. However, any non-trivial app does non-trivial I/O --- that benefits from tests. And tests aren't very useful if it isn't obvious --- after reading them what the intent is. Including the I/O allows us to write --- tests that mimic how people use our program. --- --- There's a major open research problem in testing I/O: how to write tests --- for graphics. Pixel-by-pixel assertions get too verbose, and they're often --- brittle because you don't care about the precise state of every last pixel. --- Except when you do. Pixels are usually -- but not always -- the trees --- rather than the forest. --- --- I'm not in the business of doing research, so I'm going to shave off a --- small subset of the problem for myself here: how to write tests about text --- (ignoring font, color, etc.) on a graphic screen. --- --- For example, here's how you may write a test of a simple text paginator --- like `less`: --- function test_paginator() --- -- initialize environment --- App.filesystem['/tmp/foo'] = filename([[ --- >abc --- >def --- >ghi --- >jkl --- ]]) --- App.args = {'/tmp/foo'} --- -- define a screen with room for 2 lines of text --- App.screen.init{ --- width=100 --- height=30 --- } --- App.font.init{ --- height=15 --- } --- -- check that screen shows next 2 lines of text after hitting pagedown --- App.run_after_keychord('pagedown') --- App.screen.check(0, 'ghi') --- App.screen.check(15, 'jkl') --- end +-- The rest of this file wraps around various LÖVE primitives to support +-- automated tests. Often tests will run with a fake version of a primitive +-- that redirects to the real love.* version once we're done with tests. -- --- All functions starting with 'test_' (no modules) will run before the app --- runs "for real". Each such test is a fake run of our entire program. It can --- set as much of the environment as it wants, then run the app. Here we've --- got a 30px screen and a 15px font, so the screen has room for 2 lines. The --- file we're viewing has 4 lines. We assert that hitting the 'pagedown' key --- shows the third and fourth lines. --- --- Programs can still perform graphics, and all graphics will work in the real --- program. We can't yet write tests for graphics, though. Those pixels are --- basically always blank in tests. Really, there isn't even any --- representation for them. All our fake screens know about is lines of text, --- and what (x,y) coordinates they start at. There's some rudimentary support --- for concatenating all blobs of text that start at the same 'y' coordinate, --- but beware: text at y=100 is separate and non-overlapping with text at --- y=101. You have to use the test harness within these limitations for your --- tests to faithfully model the real world. --- --- One drawback of this approach: the y coordinate used depends on font size, --- which feels brittle. --- --- In the fullness of time App will support all side-effecting primitives --- exposed by LÖVE, but so far it supports just a rudimentary set of things I --- happen to have needed so far. +-- Not everything is so wrapped yet. Sometimes you still have to use love.* +-- primitives directly. -App = {screen={}} +App = {} -- save/restore various framework globals we care about -- only on very first load function App.snapshot_love() @@ -144,6 +73,26 @@ function App.run_tests_and_initialize() App.initialize(love.arg.parseGameArguments(arg), arg) end +function App.run_tests() + local sorted_names = {} + for name,binding in pairs(_G) do + if name:find('test_') == 1 then + table.insert(sorted_names, name) + end + end + table.sort(sorted_names) + for _,name in ipairs(sorted_names) do + App.initialize_for_test() +--? print('=== '..name) +--? _G[name]() + xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end) + end + -- clean up all test methods + for _,name in ipairs(sorted_names) do + _G[name] = nil + end +end + function App.initialize_for_test() App.screen.init{width=100, height=50} App.screen.contents = {} -- clear screen @@ -153,12 +102,19 @@ function App.initialize_for_test() App.initialize_globals() end +-- App.screen.resize and App.screen.move seem like better names than +-- love.window.setMode and love.window.setPosition respectively. They'll +-- be side-effect-free during tests, and they'll save their results in +-- attributes of App.screen for easy access. + +App.screen={} + +-- Use App.screen.init in tests to initialize the fake screen. function App.screen.init(dims) App.screen.width = dims.width App.screen.height = dims.height end --- operations on the LÖVE window within the monitor/display function App.screen.resize(width, height, flags) App.screen.width = width App.screen.height = height @@ -179,6 +135,12 @@ function App.screen.position() return App.screen.x, App.screen.y, App.screen.displayindex end +-- If you use App.screen.print instead of love.graphics.print, +-- tests will be able to check what was printed using App.screen.check below. +-- +-- One drawback of this approach: the y coordinate used depends on font size, +-- which feels brittle. + function App.screen.print(msg, x,y) local screen_row = 'y'..tostring(y) --? print('drawing "'..msg..'" at y '..tostring(y)) @@ -194,13 +156,22 @@ function App.screen.print(msg, x,y) end end -function App.color(color) - love.graphics.setColor(color.r, color.g, color.b, color.a) +function App.screen.check(y, expected_contents, msg) +--? print('checking for "'..expected_contents..'" at y '..tostring(y)) + local screen_row = 'y'..tostring(y) + local contents = '' + if App.screen.contents[screen_row] == nil then + error('no text at y '..tostring(y)) + end + for i,s in ipairs(App.screen.contents[screen_row]) do + contents = contents..s + end + check_eq(contents, expected_contents, msg) end -function colortable(app_color) - return {app_color.r, app_color.g, app_color.b, app_color.a} -end +-- If you access the time using App.getTime instead of love.timer.getTime, +-- tests will be able to move the time back and forwards as needed using +-- App.wait_fake_time below. App.time = 1 function App.getTime() @@ -214,6 +185,11 @@ function App.width(text) return love.graphics.getFont():getWidth(text) end +-- If you access the clipboard using App.getClipboardText and +-- App.setClipboardText instead of love.system.getClipboardText and +-- love.system.setClipboardText respectively, tests will be able to manipulate +-- the clipboard by reading/writing App.clipboard. + App.clipboard = '' function App.getClipboardText() return App.clipboard @@ -222,28 +198,34 @@ function App.setClipboardText(s) App.clipboard = s end +-- In tests I mostly send chords all at once to the keyboard handlers. +-- However, you'll occasionally need to check if a key is down outside a handler. +-- If you use App.key_down instead of love.keyboard.isDown, tests will be able to +-- simulate keypresses using App.fake_key_press and App.fake_key_release +-- below. This isn't very realistic, though, and it's up to tests to +-- orchestrate key presses that correspond to the handlers they invoke. + App.fake_keys_pressed = {} +function App.key_down(key) + return App.fake_keys_pressed[key] +end + function App.fake_key_press(key) App.fake_keys_pressed[key] = true end function App.fake_key_release(key) App.fake_keys_pressed[key] = nil end -function App.key_down(key) - return App.fake_keys_pressed[key] -end + +-- Tests mostly will invoke mouse handlers directly. However, you'll +-- occasionally need to check if a mouse button is down outside a handler. +-- If you use App.mouse_down instead of love.mouse.isDown, tests will be able to +-- simulate mouse clicks using App.fake_mouse_press and App.fake_mouse_release +-- below. This isn't very realistic, though, and it's up to tests to +-- orchestrate presses that correspond to the handlers they invoke. App.fake_mouse_state = {x=-1, y=-1} -- x,y always set -function App.fake_mouse_press(x,y, mouse_button) - App.fake_mouse_state.x = x - App.fake_mouse_state.y = y - App.fake_mouse_state[mouse_button] = true -end -function App.fake_mouse_release(x,y, mouse_button) - App.fake_mouse_state.x = x - App.fake_mouse_state.y = y - App.fake_mouse_state[mouse_button] = nil -end + function App.mouse_move(x,y) App.fake_mouse_state.x = x App.fake_mouse_state.y = y @@ -258,6 +240,60 @@ function App.mouse_y() return App.fake_mouse_state.y end +function App.fake_mouse_press(x,y, mouse_button) + App.fake_mouse_state.x = x + App.fake_mouse_state.y = y + App.fake_mouse_state[mouse_button] = true +end +function App.fake_mouse_release(x,y, mouse_button) + App.fake_mouse_state.x = x + App.fake_mouse_state.y = y + App.fake_mouse_state[mouse_button] = nil +end + +-- If you use App.open_for_reading and App.open_for_writing instead of other +-- various Lua and LÖVE helpers, tests will be able to check the results of +-- file operations inside the App.filesystem table. + +function App.open_for_writing(filename) + App.filesystem[filename] = '' + if Current_app == nil or Current_app == 'run' then + return { + write = function(self, ...) + local args = {...} + for i,s in ipairs(args) do + App.filesystem[filename] = App.filesystem[filename]..s + end + end, + close = function(self) + end, + } + elseif Current_app == 'source' then + return { + write = function(self, s) + App.filesystem[filename] = App.filesystem[filename]..s + end, + close = function(self) + end, + } + end +end + +function App.open_for_reading(filename) + if App.filesystem[filename] then + return { + lines = function(self) + return App.filesystem[filename]:gmatch('[^\n]+') + end, + close = function(self) + end, + } + end +end + +-- Some helpers to trigger an event and then refresh the screen. Akin to one +-- iteration of the event loop. + -- all textinput events are also keypresses -- TODO: handle chords of multiple keys function App.run_after_textinput(t) @@ -300,74 +336,14 @@ function App.run_after_mouse_release(x,y, mouse_button) App.draw() end -function App.screen.check(y, expected_contents, msg) ---? print('checking for "'..expected_contents..'" at y '..tostring(y)) - local screen_row = 'y'..tostring(y) - local contents = '' - if App.screen.contents[screen_row] == nil then - error('no text at y '..tostring(y)) - end - for i,s in ipairs(App.screen.contents[screen_row]) do - contents = contents..s - end - check_eq(contents, expected_contents, msg) -end +-- miscellaneous internal helpers --- fake files -function App.open_for_writing(filename) - App.filesystem[filename] = '' - if Current_app == nil or Current_app == 'run' then - return { - write = function(self, ...) - local args = {...} - for i,s in ipairs(args) do - App.filesystem[filename] = App.filesystem[filename]..s - end - end, - close = function(self) - end, - } - elseif Current_app == 'source' then - return { - write = function(self, s) - App.filesystem[filename] = App.filesystem[filename]..s - end, - close = function(self) - end, - } - end -end - -function App.open_for_reading(filename) - if App.filesystem[filename] then - return { - lines = function(self) - return App.filesystem[filename]:gmatch('[^\n]+') - end, - close = function(self) - end, - } - end +function App.color(color) + love.graphics.setColor(color.r, color.g, color.b, color.a) end -function App.run_tests() - local sorted_names = {} - for name,binding in pairs(_G) do - if name:find('test_') == 1 then - table.insert(sorted_names, name) - end - end - table.sort(sorted_names) - for _,name in ipairs(sorted_names) do - App.initialize_for_test() ---? print('=== '..name) ---? _G[name]() - xpcall(_G[name], function(err) prepend_debug_info_to_test_failure(name, err) end) - end - -- clean up all test methods - for _,name in ipairs(sorted_names) do - _G[name] = nil - end +function colortable(app_color) + return {app_color.r, app_color.g, app_color.b, app_color.a} end -- prepend file/line/test diff --git a/reference.md b/reference.md index 2c8b07c..3c15e46 100644 --- a/reference.md +++ b/reference.md @@ -36,7 +36,7 @@ automatically called for you as appropriate. * `App.resize(w,h)` -- called when you resize the app window. Provides new window dimensions in `w` and `h`. Don't bother updating `App.screen.width` and `App.screen.height`, that will happen automatically before calling - `on.resize`. + `App.resize`. (Based on [LÖVE](https://love2d.org/wiki/love.resize)) * `App.filedropped(file)` -- called when a file icon is dragged and dropped on @@ -51,9 +51,9 @@ automatically called for you as appropriate. * `App.draw()` -- called to draw on the window, around 30 times a second. (Based on [LÖVE](https://love2d.org/wiki/love.draw).) -* `App.update(dt)` -- called after every call to `on.draw`. Make changes to - your app's variables here rather than in `on.draw`. Provides in `dt` the - time since the previous call to `on.update`, which can be useful for things +* `App.update(dt)` -- called after every call to `App.draw`. Make changes to + your app's variables here rather than in `App.draw`. Provides in `dt` the + time since the previous call to `App.update`, which can be useful for things like smooth animations. (Based on [LÖVE](https://love2d.org/wiki/love.update).) @@ -67,7 +67,7 @@ automatically called for you as appropriate. (Based on [LÖVE](https://love2d.org/wiki/love.mousepressed).) * `App.mousereleased(x,y, mouse_button)` -- called when you release a mouse - button. Provides the same arguments as `on.mouse_press()` above. + button. Provides the same arguments as `App.mousepressed()` above. (Based on [LÖVE](https://love2d.org/wiki/love.mousereleased).) * `App.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse @@ -88,10 +88,10 @@ automatically called for you as appropriate. * `App.textinput(t)` -- called when you press a key combination that yields (roughly) a printable character. For example, `shift` and `a` pressed - together will call `on.textinput` with `A`. + together will call `App.textinput` with `A`. (Based on [LÖVE](https://love2d.org/wiki/love.textinput).) -* `App.keyrelease(key)` -- called when you press a key on the keyboard. +* `App.keyreleased(key)` -- called when you press a key on the keyboard. Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)). (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other variants.) @@ -300,7 +300,7 @@ The following facilities help set these things up: (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).) * `App.mouse_down(mouse_button)` -- returns `true` if the button - `mouse_button` is pressed. See `on.mouse_press` for `mouse_button` codes. + `mouse_button` is pressed. See `App.mousepressed` for `mouse_button` codes. (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).) * `App.mouse_x()` -- returns the x coordinate of the current position of the diff --git a/text_tests b/text_tests index d571368..f39d47e 100644 --- a/text_tests +++ b/text_tests @@ -1,8 +1,7 @@ == Summary of tests for the text editor -This doesn't include all tests and might not change between forks, but it's -intended to be the "timeless core" of a text editor widget that shouldn't -change across forks. +This doesn't include all tests. Intended to be the "timeless core" of a text +editor widget that shouldn't change across forks. # basic initial state |