awesome/tests/test-naughty-screen.lua

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