-- Run: lua test/ui_layout.lua -- Asserts the rects ui.lua computes, against the shared fake device. package.path = "sdcard/lib/?.lua;test/?.lua;" .. package.path local device = require("fake_device").install() local ui = require("ui") local function rect(node) return string.format("%d,%d %dx%d", node.rect.x, node.rect.y, node.rect.w, node.rect.h) end -- Vertical flow: children fill the content width, stack by their own height plus gap. local title = ui.text("settings") local first = ui.button{label = "one", on_press = function() end} local second = ui.button{label = "two", on_press = function() end} local screen = ui.screen(ui.box{pad = 12, gap = 8, title, first, second}) assert(rect(title) == "12,12 296x8", rect(title)) -- Button height is text plus its own padding: 8 + 8 + 8 = 24. assert(rect(first) == "12,28 296x24", rect(first)) assert(rect(second) == "12,60 296x24", rect(second)) -- Fractions resolve against the parent content box, absolutes stay absolute. local half = ui.box{w = 0.5, h = 40} local fixed = ui.box{w = 100, h = 40} ui.screen(ui.box{pad = 10, half, fixed}) assert(rect(half) == "10,10 150x40", rect(half)) assert(rect(fixed) == "10,50 100x40", rect(fixed)) -- Horizontal flow with centre alignment on the cross axis of a fixed-height row. local tall = ui.box{w = 40, h = 40} local short = ui.box{w = 40, h = 10} local row = ui.box{row = true, gap = 6, align = "center", h = 40, tall, short} ui.screen(ui.box{row}) assert(rect(tall) == "0,0 40x40", rect(tall)) assert(rect(short) == "46,15 40x10", rect(short)) -- justify distributes the main axis: "between" pushes the last child to the far edge, -- which is how a header keeps a title left and a clock right without arithmetic. local left = ui.box{w = 40, h = 10} local right = ui.box{w = 60, h = 10} ui.screen(ui.box{pad = 10, ui.box{row = true, justify = "between", left, right}}) assert(rect(left) == "10,10 40x10", rect(left)) assert(rect(right) == "250,10 60x10", rect(right)) -- The other modes shift the whole run rather than spreading it. local a = ui.box{w = 40, h = 10} local b = ui.box{w = 60, h = 10} ui.screen(ui.box{ui.box{row = true, gap = 10, justify = "end", a, b}}) assert(rect(a) == "210,0 40x10", rect(a)) assert(rect(b) == "260,0 60x10", rect(b)) -- One child cannot be spread against anything, so "between" degrades to "start". local only = ui.box{w = 40, h = 10} ui.screen(ui.box{ui.box{row = true, justify = "between", only}}) assert(rect(only) == "0,0 40x10", rect(only)) -- The root always fills the screen, so alignment there spans the whole panel. local lone = ui.box{w = 40, h = 40} ui.screen(ui.box{align = "center", lone}) assert(rect(lone) == "140,0 40x40", rect(lone)) -- A fraction inside an auto-sized parent is a build-time error, not a silent zero. local ok = pcall(function() ui.screen(ui.box{ui.box{h = "auto", ui.box{w = 20, h = 0.5}}}) end) assert(not ok, "fraction inside an auto parent must fail loudly") -- Hit testing: deepest interactive component wins over its tappable ancestor. local inner = ui.button{label = "inner", on_press = function() end} local outer = ui.box{pad = 20, on_press = function() end, inner} local nested = ui.screen(outer) assert(outer:hit(160, 30) == inner, "inner button should win inside its rect") assert(outer:hit(2, 2) == outer, "the container claims its own padding") assert(outer:hit(-50, -50) == nil, "outside the tree is a miss") -- Capture: press then release outside cancels; release inside fires once. local fired = 0 local button = ui.button{label = "go", on_press = function() fired = fired + 1 end} local app = ui.screen(ui.box{pad = 10, button}) app:down(100, 20) assert(button.pressed, "press must show immediately") app:up(300, 470) assert(fired == 0, "release outside must cancel") app:down(100, 20) app:up(100, 20) assert(fired == 1, "release inside must fire once") -- A dialog is an ordinary node the app includes, so it covers the flow and swallows the -- taps that would otherwise reach what is underneath it. local underneath = 0 local answered local buried = ui.button{label = "do not press", on_press = function() underneath = underneath + 1 end} local dialog = ui.confirm{ title = "forget network?", ok = "forget", on_ok = function() answered = "ok" end, on_cancel = function() answered = "cancel" end, } local dialogScreen = ui.screen(ui.box{ui.box{pad = 12, buried}, dialog}) -- The card is centered on both axes, and the layer fills the panel. assert(rect(dialog) == "0,0 320x480", rect(dialog)) local card = dialog.children[1] assert(card.rect.w == 272, "card width " .. card.rect.w) -- 0.85 of 320 assert(card.rect.x == 24, "card x " .. card.rect.x) -- centered horizontally assert(card.rect.y == math.floor((480 - card.rect.h) / 2), "card y " .. card.rect.y) -- Dimming repaints what is behind in a darkened palette, and the dialog opts out, so a -- card sits lit over dimmed content without any pixel ever being blended. local litText = ui.text("behind") ui.screen(ui.box{litText}) local dimText = ui.text("behind") local lit = ui.text("in the dialog") ui.screen(ui.box{dimmed = true, ui.box{dimText}, ui.box{dimmed = false, lit}}) -- A black scrim leaves black text black; the surface under it is what darkens. assert(dimText.bg ~= litText.bg, "the dimmed surface kept its background") assert(lit.bg == litText.bg, "the dialog was dimmed along with the content behind it") assert(ui.theme.dim.bg ~= ui.theme.bg, "the dim palette matches the lit one") assert(ui.theme.dim.muted ~= ui.theme.muted, "dimming did not reach derived roles") -- A bordered card blends its rounded edge into what is behind it, not into its own -- fill, or the corners it does not cover show the wrong color. local bordered = ui.box{border = 1, bg = 2, w = 40, h = 20} ui.screen(ui.box{dimmed = true, bordered}) assert(bordered.surface == ui.theme.dim.bg, "card blends against its own fill, not the surface") assert(bordered.paintsBackground, "a bordered box must suppress the square fill") -- A tap on the button that the dialog covers must not reach it. dialogScreen:down(60, 24) dialogScreen:up(60, 24) assert(underneath == 0, "the dialog was tapped through") -- The dialog's own buttons still work. local ok = card.children[#card.children].children[2] local point = {x = ok.rect.x + 4, y = ok.rect.y + 4} dialogScreen:down(point.x, point.y) dialogScreen:up(point.x, point.y) assert(answered == "ok", "ok button did not fire, got " .. tostring(answered)) -- setText repaints only on a real change, so a caller may push a value every tick. local label = ui.text("12:00:00") local clockScreen = ui.screen(ui.box{label}) clockScreen:draw() assert(not label.dirty, "a drawn node starts clean") label:setText("12:00:00") assert(not label.dirty, "unchanged text must not repaint") label:setText("12:00:01") assert(label.dirty, "changed text must repaint") assert(label.label == "12:00:01", label.label) -- The pressed look is held briefly, then cleared on a later draw. assert(button.pressed, "pressed look must outlast the release") device.now = device.now + 100 app:draw() assert(not button.pressed, "pressed look must clear after the hold") print("ok")