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https://github.com/OrcaSlicer/OrcaSlicer.git
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feat(automation): pure locator (id/path/predicate) with unit tests
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62
src/slic3r/GUI/Automation/Locator.cpp
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62
src/slic3r/GUI/Automation/Locator.cpp
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#include "Locator.hpp"
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namespace Slic3r { namespace GUI { namespace Automation {
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static void flatten_into(const UiNode& n, std::vector<const UiNode*>& out) {
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out.push_back(&n);
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for (const UiNode& c : n.children)
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flatten_into(c, out);
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}
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std::vector<const UiNode*> flatten(const UiNode& root) {
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std::vector<const UiNode*> out;
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flatten_into(root, out);
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return out;
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}
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static bool matches_predicate(const UiNode& n, const Target& t) {
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if (t.backend && n.backend != *t.backend) return false;
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if (t.name && !(n.id == *t.name || n.label == *t.name)) return false;
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if (t.klass && n.klass != *t.klass) return false;
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if (t.label && n.label != *t.label) return false;
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if (t.value && !(n.has_value && n.value == *t.value)) return false;
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return true;
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}
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std::vector<const UiNode*> find_matches(const UiNode& root, const Target& target) {
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const auto all = flatten(root);
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std::vector<const UiNode*> out;
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// Resolution order: exact id -> exact path -> predicate.
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if (target.id) {
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for (const UiNode* n : all)
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if (n->id == *target.id) out.push_back(n);
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return out;
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}
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if (target.path) {
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for (const UiNode* n : all)
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if (n->path == *target.path) out.push_back(n);
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return out;
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}
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if (target.empty())
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return out; // nothing to match on
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for (const UiNode* n : all)
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if (matches_predicate(*n, target)) out.push_back(n);
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return out;
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}
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bool evaluate_state(const UiNode* node, WaitState state,
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const std::optional<std::string>& expected_value) {
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if (node == nullptr)
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return false;
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switch (state) {
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case WaitState::Exists: return true;
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case WaitState::Visible: return node->visible;
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case WaitState::Enabled: return node->enabled && node->visible;
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case WaitState::Value:
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return node->has_value && expected_value && node->value == *expected_value;
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}
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return false;
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}
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}}} // namespace
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37
src/slic3r/GUI/Automation/Locator.hpp
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37
src/slic3r/GUI/Automation/Locator.hpp
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#pragma once
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#include "IUiBackend.hpp"
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#include <optional>
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#include <string>
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#include <vector>
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namespace Slic3r { namespace GUI { namespace Automation {
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// A target specification. Resolution order: id -> path -> predicate
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// (name OR class OR label OR value, all provided fields must match).
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struct Target {
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std::optional<std::string> id;
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std::optional<std::string> path;
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std::optional<std::string> name; // matches id OR label
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std::optional<std::string> klass;
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std::optional<std::string> label;
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std::optional<std::string> value;
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std::optional<BackendKind> backend;
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bool empty() const {
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return !id && !path && !name && !klass && !label && !value;
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}
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};
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// Depth-first flatten of a tree into stable-ordered pointers (parents before children).
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std::vector<const UiNode*> flatten(const UiNode& root);
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// All nodes matching the target spec (resolution-order aware).
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std::vector<const UiNode*> find_matches(const UiNode& root, const Target& target);
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enum class WaitState { Exists, Visible, Enabled, Value };
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// True if `node` satisfies the wait condition. A null node only satisfies a
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// negative... here we keep it simple: null => false for all states.
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bool evaluate_state(const UiNode* node, WaitState state,
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const std::optional<std::string>& expected_value);
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}}} // namespace
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