#include "entry_hold.h" #include "paint_buffer.h" #include #include int main(){ using A=EntryHold::Action; using namespace std::chrono; const auto start=EntryHold::Clock::time_point{}+seconds(10); // All mouse buttons and runtime-supplied input (without a tracked device). for(unsigned device:{1u,2u,~0u})for(unsigned button:{1u,2u,4u}){ EntryHold hold; assert(hold.event(true,device,button,true,true,start)==A::Idle); assert(hold.event(false,device,button,true,true,start+milliseconds(100))==A::Launcher); assert(hold.event(false,device,button,true,true,start+milliseconds(110))==A::Idle); } EntryHold hold; hold.event(true,1,1,true,true,start); assert(hold.progress(start+milliseconds(199))==0); assert(hold.tick(start+milliseconds(200),true,true)==A::Idle); assert(hold.progress(start+milliseconds(200))>0&&hold.progress(start+milliseconds(200))<.01f); assert(std::abs(hold.progress(start+milliseconds(400))-.5f)<.001f); assert(hold.tick(start+milliseconds(599),true,true)==A::Idle); assert(hold.progress(start+milliseconds(599))<1); assert(hold.tick(start+milliseconds(600),true,true)==A::QuickPanel); assert(hold.tick(start+milliseconds(900),true,true)==A::Idle); assert(hold.event(false,1,1,true,true,start+seconds(1))==A::Idle); assert(hold.progress(start+seconds(1))==0); // Crossing the threshold between frames still resolves exclusively as a hold. hold.event(true,1,1,true,true,start); assert(hold.event(false,1,1,true,true,start+milliseconds(600))==A::QuickPanel); hold.event(true,1,1,true,true,start); assert(hold.event(false,2,1,true,true,start+milliseconds(100))==A::Idle); assert(hold.event(false,1,2,true,true,start+milliseconds(110))==A::Idle); assert(hold.event(false,1,1,true,true,start+milliseconds(120))==A::Launcher); // A release with no tracked device must not leave an old progress ring held. hold.event(true,1,1,true,true,start); assert(hold.event(false,~0u,1,true,true,start+milliseconds(80))==A::Launcher); assert(!hold.pressed&&hold.progress(start+milliseconds(100))==0); // Small jitter does not restart the timer; a sustained leave or loss cancels. hold.event(true,1,1,true,true,start); hold.tick(start+milliseconds(480),true,true); assert(hold.tick(start+milliseconds(550),true,false)==A::Idle); assert(hold.tick(start+milliseconds(610),true,true)==A::QuickPanel); hold.cancel();hold.event(true,1,1,true,true,start); hold.tick(start+milliseconds(151),true,false); assert(!hold.pressed); assert(hold.event(false,1,1,true,true,start+seconds(1))==A::Idle); for(bool inside:{false,true}){ hold.event(true,1,1,true,true,start); assert(hold.tick(start+milliseconds(600),false,inside)==A::Idle); assert(!hold.pressed); } hold.event(true,1,1,true,false,start); assert(hold.tick(start+seconds(1),true,true)==A::Idle); hold.event(true,1,1,true,true,start); assert(hold.event(false,1,1,true,false,start+milliseconds(100))==A::Idle); // A short click with a late release is judged by event time, not dequeue time. const auto received=start+seconds(1); hold.event(true,1,1,true,true,entry_event_time(received,1.f),received); assert(hold.tick(received,true,true)==A::Idle); assert(hold.progress(received+milliseconds(199))==0); assert(hold.event(false,1,1,true,true,entry_event_time(received,.92f),received)==A::Launcher); // A missing overlay release cannot leave a delayed quick-panel activation. hold.event(true,1,1,true,true,start); assert(hold.released(true,true)==A::Launcher); assert(hold.tick(start+seconds(1),true,true)==A::Idle); // A fresh down after a lost release starts a new gesture, never the old timer. hold.event(true,1,1,true,true,start); hold.event(true,1,1,true,true,start+seconds(1)); assert(hold.progress(start+seconds(1)+milliseconds(80))==0); assert(hold.event(false,1,1,true,true,start+seconds(1)+milliseconds(80))==A::Launcher); // A real long hold remains a single long action, including delayed dequeue. hold.event(true,1,1,true,true,entry_event_time(received,1.f),received); assert(hold.event(false,1,1,true,true,entry_event_time(received,.3f),received)==A::QuickPanel); assert(entry_event_time(received,-1.f)==received); assert(entry_event_time(received,NAN)==received); // The progress follows the rounded square's border, leaving the logo intact. std::vector pixels(128*128*4,23),original=pixels; entry_progress_border(pixels,0);assert(pixels==original); entry_progress_border(pixels,.5f);assert(pixels!=original); for(int y=0;y<128;y++)for(int x=0;x<128;x++){ int i=(y*128+x)*4;assert(pixels[i+3]==original[i+3]); if(std::abs(x-63.5f)<58&&std::abs(y-63.5f)<58)for(int c=0;c<4;c++)assert(pixels[i+c]==original[i+c]); } const int top=(2*128+64)*4; assert(pixels[top]==147&&pixels[top+1]==197&&pixels[top+2]==237); assert(pixels[(64*128+125)*4]>original[(64*128+125)*4]); assert(pixels[(4*128+123)*4]>original[(4*128+123)*4]); // rounded corner assert(pixels[(5*128+64)*4]==original[(5*128+64)*4]); // no circular ring struct Rect{int x,y,width,height;};std::vector upload; merge_paint(upload,pixels.data(),128,128,0,static_cast(nullptr),true); assert(upload[((127-2)*128+64)*4]==pixels[top]); assert(pixels[top]>pixels[(2*128+63)*4]); auto partial=pixels;entry_progress_border(pixels,1);assert(pixels!=partial); std::cout<<"entry_hold: passed\n"; }