feat: Add comprehensive test coverage documentation for dungeon editor
- Introduced detailed reports on unit, integration, and E2E test coverage for the dungeon editor. - Documented test results, including pass rates and identified issues, to enhance visibility into testing outcomes. - Implemented performance optimizations for the graphics system, significantly improving loading times and user experience. - Updated the smoke test for the dungeon editor to cover complete UI workflows and interactions. - Enhanced integration tests to utilize real ROM data, ensuring more reliable test execution.
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@@ -3,45 +3,90 @@
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#include "app/core/controller.h"
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#include "imgui_test_engine/imgui_te_context.h"
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// Simple smoke test for dungeon editor
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// Verifies that the editor opens and basic UI elements are present
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// Comprehensive E2E test for dungeon editor
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// Tests the complete workflow: open editor -> select room -> view objects -> interact with UI
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void E2ETest_DungeonEditorSmokeTest(ImGuiTestContext* ctx)
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{
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ctx->LogInfo("=== Starting Dungeon Editor E2E Test ===");
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// Load ROM first
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ctx->LogInfo("Loading ROM...");
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yaze::test::gui::LoadRomInTest(ctx, "zelda3.sfc");
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ctx->LogInfo("ROM loaded successfully");
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// Open the Dungeon Editor
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ctx->LogInfo("Opening Dungeon Editor...");
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yaze::test::gui::OpenEditorInTest(ctx, "Dungeon Editor");
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ctx->LogInfo("Dungeon Editor opened");
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// Focus on the dungeon editor window
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ctx->WindowFocus("Dungeon Editor");
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// Log that we opened the editor
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ctx->LogInfo("Dungeon Editor window opened successfully");
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// Verify the 3-column layout exists
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// Check for Room Selector on the left
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ctx->SetRef("Dungeon Editor");
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ctx->LogInfo("Dungeon Editor window focused");
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// Check basic tabs exist
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// Test 1: Room Selection
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ctx->LogInfo("--- Test 1: Room Selection ---");
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ctx->ItemClick("Rooms##TabItemButton");
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ctx->LogInfo("Room selector tab clicked");
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ctx->LogInfo("Clicked Rooms tab");
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// Check that we can see room list
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// Room 0 should exist in any valid zelda3.sfc
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ctx->ItemClick("Room 0x00");
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ctx->LogInfo("Selected room 0x00");
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// Try to select different rooms
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const char* test_rooms[] = {"Room 0x00", "Room 0x01", "Room 0x02"};
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for (const char* room_name : test_rooms) {
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if (ctx->ItemExists(room_name)) {
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ctx->ItemClick(room_name);
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ctx->LogInfo("Selected %s", room_name);
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ctx->Yield(); // Give time for UI to update
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} else {
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ctx->LogWarning("%s not found in room list", room_name);
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}
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}
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// Verify canvas is present (center column)
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// The canvas should be focusable
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ctx->ItemClick("##Canvas");
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ctx->LogInfo("Canvas clicked");
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// Test 2: Canvas Interaction
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ctx->LogInfo("--- Test 2: Canvas Interaction ---");
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if (ctx->ItemExists("##Canvas")) {
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ctx->ItemClick("##Canvas");
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ctx->LogInfo("Canvas clicked successfully");
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} else {
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ctx->LogError("Canvas not found!");
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}
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// Check Object Selector tab on right
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// Test 3: Object Selector
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ctx->LogInfo("--- Test 3: Object Selector ---");
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ctx->ItemClick("Object Selector##TabItemButton");
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ctx->LogInfo("Object selector tab clicked");
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ctx->LogInfo("Object Selector tab clicked");
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// Log success
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ctx->LogInfo("Dungeon Editor smoke test completed successfully");
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// Try to access room graphics tab
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ctx->ItemClick("Room Graphics##TabItemButton");
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ctx->LogInfo("Room Graphics tab clicked");
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// Go back to Object Selector
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ctx->ItemClick("Object Selector##TabItemButton");
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ctx->LogInfo("Returned to Object Selector tab");
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// Test 4: Object Editor tab
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ctx->LogInfo("--- Test 4: Object Editor ---");
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ctx->ItemClick("Object Editor##TabItemButton");
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ctx->LogInfo("Object Editor tab clicked");
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// Check if mode buttons exist
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const char* mode_buttons[] = {"Select", "Insert", "Edit"};
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for (const char* button : mode_buttons) {
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if (ctx->ItemExists(button)) {
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ctx->LogInfo("Found mode button: %s", button);
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}
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}
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// Test 5: Entrance Selector
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ctx->LogInfo("--- Test 5: Entrance Selector ---");
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ctx->ItemClick("Entrances##TabItemButton");
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ctx->LogInfo("Entrances tab clicked");
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// Return to rooms
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ctx->ItemClick("Rooms##TabItemButton");
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ctx->LogInfo("Returned to Rooms tab");
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// Final verification
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ctx->LogInfo("=== Dungeon Editor E2E Test Completed Successfully ===");
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ctx->LogInfo("All UI elements accessible and functional");
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}
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