mirror of
https://github.com/awesomeWM/awesome
synced 2024-11-16 07:47:22 +01:00
199 lines
4.6 KiB
Lua
199 lines
4.6 KiB
Lua
--- This test suite focuses on the AwesomeWM v4.4+ notification API and
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-- specifically how the `naughty.layout.box` popup widgets handle multi-screen
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-- scenario.
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local steps = {}
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local naughty = require("naughty")
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local grect = require("gears.geometry").rectangle
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local rnotif = require("ruled.notification")
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-- Do not use whatever `rc.lua` has. This avoids having to update the test
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-- every time.
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naughty._reset_display_handlers()
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local called = 0
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naughty.connect_signal("request::display", function(n)
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called = called + 1
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n._private._box_wibox = naughty.layout.box { notification = n }
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end)
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local positions = {
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"top_left" , "top_middle" , "top_right" ,
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"bottom_left" , "bottom_middle" , "bottom_right" ,
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}
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local objs = {}
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local s1, s2 = mouse.screen, nil
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for _, p in ipairs(positions) do
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objs[p] = setmetatable({},{
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__index = function(t,k)
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t[k] = setmetatable({}, {__mode = "kv"})
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return t[k]
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end,
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__mode = "k"
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})
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end
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local function cleanup(n)
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-- Wait until there is no notifications left.
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for _, pos in ipairs(positions) do
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for s, notifs in pairs(objs[pos]) do
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for k, n2 in ipairs(notifs) do
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if n == n2 then
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table.remove(notifs, k)
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if #notifs == 0 then
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objs[pos][s] = nil
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end
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return
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end
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end
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end
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end
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end
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naughty.connect_signal("property::screen", cleanup)
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naughty.connect_signal("destroyed", cleanup)
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local function add_many(s)
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for _, pos in ipairs(positions) do
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for i=1, 5 do
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table.insert(objs[pos][s], naughty.notification {
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message = pos..i,
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position = pos,
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screen = s,
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})
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end
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end
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end
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local function remove_at(s, idx)
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-- This will be validated with many asserts in the code.
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for _, pos in ipairs(positions) do
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local n = table.remove(objs[pos][s], idx)
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assert(n)
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n:destroy()
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assert(n._private.is_destroyed)
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end
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end
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local function check_screen(s)
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for _, pos in ipairs(positions) do
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for _, n in pairs(objs[pos][s]) do
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assert(n.screen == s)
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assert(n._private._box_wibox)
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assert(grect.is_inside(
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n._private._box_wibox:geometry(),
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s.geometry
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))
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end
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end
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end
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for _, legacy_preset in ipairs {true, false} do
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-- Create notifications in each position.
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table.insert(steps, function()
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function naughty.get__has_preset_handler()
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return legacy_preset
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end
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rnotif._clear()
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add_many(s1)
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return true
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end)
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-- Make sure removing notification works.
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table.insert(steps, function()
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remove_at(s1, 2)
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-- Split the screen
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s1:split()
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s2 = screen[2]
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assert(s1 ~= s2)
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return true
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end)
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-- Make sure the notification moved as the screen shrunk.
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table.insert(steps, function()
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check_screen(s1)
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-- Make sure we can still remove them without errors.
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remove_at(s1, 2)
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-- Add more!
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add_many(s2)
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-- Make sure none got moved to the wrong position due to a fallback code
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-- path triggered by accident. The first few iteration were prone to this.
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check_screen(s1)
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check_screen(s2)
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return true
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end)
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-- Remove everything and see what happens.
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table.insert(steps, function()
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for _=1, 3 do
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for _, s in ipairs {s1,s2} do
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remove_at(s, 1)
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end
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end
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for _=1, 2 do
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remove_at(s2, 1)
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end
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-- And add them again.
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add_many(s1)
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add_many(s2)
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return true
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end)
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local weak = nil
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-- Delete a screen and make sure it gets GCed.
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table.insert(steps, function()
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s2:fake_remove()
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return true
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end)
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-- Check if notifications are moved.
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table.insert(steps, function()
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-- Wait until there is no notifications left.
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for _, pos in ipairs(positions) do
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if #objs[pos][s2] > 0 then
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collectgarbage("collect")
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return
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end
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end
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-- Drop our string reference to s2.
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weak, s2 = setmetatable({s2}, {__mode="v"}), nil
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return true
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end)
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table.insert(steps, function()
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if weak[1] == nil then return true end
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for _=1, 10 do
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collectgarbage("collect")
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end
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end)
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end
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require("_runner").run_steps(steps)
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