Files
Ely-GPUI-Components/src/onboarding/tests/mod.rs
T
ZacharyZhang-NY 4c3ed1bbb9 Port · Build: Zed's gpui at 1a28cff
gpui and gpui_platform now come from Zed's repo by git at 1a28cff,
the code gpui-pre 0.3.7 republishes, so the gallery can later build
for the browser. gpui takes stacker, as 0.2.2 always did, and
gpui_platform takes font-kit, without which macOS draws no text;
runtime_shaders moves to gpui_platform.

The API moved: focus, blur and Tab steps take cx, Corner is Anchor,
shaped lines paint with an alignment, defer_draw takes a content
mask, the inspector registers a factory, async updates return their
value, and wrapped lines are shared, not cloned. Updates through a
window context go through the window, so a closed window still ends
them as it did.

Where the new gpui behaves differently, Ely keeps its old intent.
Holds and reveals under a resting pointer survive typing through
gpui's input-modality-independent hover; previews the keyboard also
moves keep the default, and the calendar's leave ignores a key press.
Enter reaches a button inside the code editor, since gpui now arms a
key click on the press. The event logger skips a lone modifier. A
video and an image grid keep their shape in a flex column under
taffy 0.13, as a picture does.

AGENTS.md records the new stack and the rules this port changes; the
rest of the old gpui and taffy rules are re-tested in T44c.
2026-09-28 20:30:17 -04:00

114 lines
2.9 KiB
Rust

use gpui::{
AnyElement, App, AppContext, Context, Entity, FocusHandle, IntoElement, KeyBinding,
ParentElement, Render, SharedString, Styled, TestAppContext, VisualTestContext, Window, div,
px,
};
use crate::{
forms::{self, TextInput},
primitives::FocusNext,
theme::Theme,
};
mod flows;
mod help;
type Part = fn(&Bench, Entity<Bench>) -> AnyElement;
/// A view that shows one onboarding part, keeps what it heard, and holds what the owner decides: the step, readiness, what it hid, the open article and dialog, and a find field, with the root focus an app keeps.
struct Bench {
part: Part,
said: Vec<String>,
root: FocusHandle,
hidden: bool,
step: usize,
ready: bool,
all_done: bool,
open: Option<SharedString>,
dialog: bool,
busy: bool,
search: Entity<TextInput>,
}
impl Render for Bench {
fn render(&mut self, _: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
div()
.w(px(360.0))
.p_4()
.child((self.part)(self, cx.entity()))
}
}
fn bench(part: Part, cx: &mut TestAppContext) -> (Entity<Bench>, &mut VisualTestContext) {
cx.update(|cx| {
Theme::init(cx);
Theme::update(cx, |theme| theme.reduced_motion = true);
forms::bind_keys(cx);
cx.bind_keys([KeyBinding::new("tab", FocusNext, None)]);
});
let (host, cx) = cx.add_window_view(|window, cx| Bench {
part,
said: Vec::new(),
root: cx.focus_handle(),
hidden: false,
step: 0,
ready: true,
all_done: false,
open: None,
dialog: false,
busy: false,
search: cx.new(|cx| TextInput::new(window, cx)),
});
settle(cx);
(host, cx)
}
fn settle(cx: &mut VisualTestContext) {
for _ in 0..3 {
cx.run_until_parked();
cx.update(|window, _| window.refresh());
}
cx.run_until_parked();
}
fn say(owner: &Entity<Bench>, words: String, cx: &mut App) {
owner.update(cx, |bench, cx| {
bench.said.push(words);
cx.notify();
});
}
fn said(host: &Entity<Bench>, cx: &mut VisualTestContext) -> Vec<String> {
host.read_with(cx, |bench, _| bench.said.clone())
}
fn edit(host: &Entity<Bench>, cx: &mut VisualTestContext, change: impl FnOnce(&mut Bench)) {
host.update(cx, |bench, cx| {
change(bench);
cx.notify();
});
settle(cx);
}
/// Focus on the `stops`th Tab stop from the top.
fn tab(stops: usize, cx: &mut VisualTestContext) {
cx.update(|window, cx| {
window.blur(cx);
(0..stops).for_each(|_| window.focus_next(cx));
});
settle(cx);
}
fn tap(key: &str, cx: &mut VisualTestContext) {
cx.simulate_keystrokes(key);
cx.simulate_event(gpui::KeyUpEvent {
keystroke: gpui::Keystroke::parse(key).expect("a key"),
});
settle(cx);
}
fn write(text: &str, cx: &mut VisualTestContext) {
cx.simulate_input(text);
settle(cx);
}