#include #include "slic3r/GUI/ActionRegistry.hpp" #include "slic3r/GUI/NativeCommands.hpp" #include #include #include #include #include #include using Slic3r::GUI::AppAction; using Slic3r::GUI::AppActionRunResult; using Slic3r::GUI::ActionRegistry; namespace { // AppAction is abstract; this minimal concrete action lets the tests exercise its // constructor-composed identity without involving a plugin runner. class TestAppAction final : public AppAction { public: TestAppAction() : AppAction("test", "Action title", "src-key", "Action source") {} AppActionRunResult run(const std::string& param = {}) const override { return {}; } }; } // namespace TEST_CASE("AppAction composes a stable id from prefix:title:source_key", "[ActionSource][SpeedDial]") { CHECK(AppAction::compose_id("test", "Action title", "src-key") == "test:Action title:src-key"); // source_key (not the display name) carries identity, so it is the third field. CHECK(AppAction::compose_id("script", "Do Thing", "pack.py") == "script:Do Thing:pack.py"); } TEST_CASE("AppAction definitions are immutable after construction", "[ActionSource][SpeedDial]") { using StringAccessor = const std::string& (AppAction::*) () const; STATIC_CHECK(std::is_same_v); STATIC_CHECK(std::is_same_v); STATIC_CHECK(std::is_same_v); STATIC_CHECK(std::is_same_v); const TestAppAction action; CHECK(action.id() == "test:Action title:src-key"); CHECK(action.title() == "Action title"); CHECK(action.source_key() == "src-key"); CHECK(action.source_name() == "Action source"); } TEST_CASE("ActionRegistry takes exclusive ownership of published actions", "[ActionSource][SpeedDial]") { using ExpectedUpsert = void (ActionRegistry::*)(std::unique_ptr); STATIC_CHECK(std::is_same_v); } // A dynamic "Go to Plate N" action is keyed by plate index (not the display title), so renaming // a plate never re-keys it - the same contract as a setting action. TEST_CASE("Go-to-plate actions are keyed by index, not title", "[ActionSource][SpeedDial]") { CHECK(AppAction::compose_id("orca_plate_goto", "0", "orca") == "orca_plate_goto:0:orca"); CHECK(AppAction::compose_id("orca_plate_goto", "2", "orca") == "orca_plate_goto:2:orca"); } // A dynamic "Open recent project" action is keyed by file path (not the display name), so renaming // a project or reordering the recents list never re-keys it - the same contract as a setting action. TEST_CASE("Recent-project actions are keyed by path, not title", "[ActionSource][SpeedDial]") { CHECK(AppAction::compose_id("orca_recent_project", "/a/b/project.3mf", "orca") == "orca_recent_project:/a/b/project.3mf:orca"); CHECK(AppAction::compose_id("orca_recent_project", "C:/Data/cube.3mf", "orca") == "orca_recent_project:C:/Data/cube.3mf:orca"); } // A built-in command is keyed by its stable catalog key (not the localized display title), so a // rename or a UI-language switch never re-keys the action and its persisted favourite/stats survive. TEST_CASE("Command actions are keyed by catalog key, not display title", "[ActionSource][SpeedDial]") { CHECK(AppAction::compose_id("orca_command", "save_project", "orca") == "orca_command:save_project:orca"); // The second field is the stable key, so distinct commands never collide. CHECK(AppAction::compose_id("orca_command", "save_project", "orca") != AppAction::compose_id("orca_command", "load_project", "orca")); } // The real catalog -> action mapping keys by the stable catalog key and copies presentation from the // catalog, so a rename or a UI-language switch never re-keys the action. TEST_CASE("Command action construction keys by catalog key", "[ActionSource][SpeedDial]") { const std::vector& commands = Slic3r::GUI::NativeCommands::catalog(); REQUIRE_FALSE(commands.empty()); const Slic3r::GUI::NativeCommand& c = commands.front(); std::unique_ptr action = Slic3r::GUI::NativeCommands::make_action(c); REQUIRE(action != nullptr); CHECK(action->id() == AppAction::compose_id("orca_command", c.key, "orca")); CHECK(action->id() != AppAction::compose_id("orca_command", c.title, "orca")); CHECK(action->title() == c.title); CHECK(action->group == c.group); CHECK(action->input == c.input); CHECK(action->icon == c.icon); } // Two-phase commands declare the input the palette must collect before they can run. TEST_CASE("Two-phase commands declare their input phase", "[ActionSource][SpeedDial]") { auto input_of = [](const std::string& key) -> std::string { for (const auto& c : Slic3r::GUI::NativeCommands::catalog()) if (c.key == key) return c.input; return {}; }; CHECK(input_of("go_to_layer") == "percent"); CHECK(input_of("go_to_tab") == "tab"); } // The input token vocabulary is a JS<->C++ contract (speeddial.js dispatches "percent"/"tab"). // A typo here would leave a command that never enters its second phase, so pin the allowed set. TEST_CASE("Command input tokens stay in the known vocabulary", "[ActionSource][SpeedDial]") { for (const auto& c : Slic3r::GUI::NativeCommands::catalog()) { INFO(c.key << " input=" << c.input); CHECK((c.input.empty() || c.input == "percent" || c.input == "tab")); } } // The quick-launch cap must stay 10 to match the numbered Alt/Option+1..9,0 keys. The web palette // mirrors it as K_FAV_LIMIT (asserted in speeddial.test.js); the C++ side pins it here. static_assert(Slic3r::GUI::ActionRegistry::kFavLimit == 10, "kFavLimit must stay 10"); TEST_CASE("Favourite lists are capped and deduped preserving order", "[ActionSource][SpeedDial]") { using Slic3r::GUI::cap_favourites; CHECK(cap_favourites({}, 10) == std::vector{}); CHECK(cap_favourites({"a", "b", "a"}, 10) == std::vector{"a", "b"}); CHECK(cap_favourites({"c", "a", "b", "c"}, 3) == std::vector{"c", "a", "b"}); CHECK(cap_favourites({"a", "b"}, 0) == std::vector{}); } TEST_CASE("Native command catalog has unique keys and present titles", "[ActionSource][SpeedDial]") { const std::vector& commands = Slic3r::GUI::NativeCommands::catalog(); CHECK_FALSE(commands.empty()); std::set seen; for (const auto& c : commands) { CHECK_FALSE(c.key.empty()); CHECK_FALSE(c.title.empty()); // A duplicated key would silently shadow the earlier command in the palette. CHECK(seen.insert(c.key).second); } } // Every command's tile pictogram is the SVG the matching GUI control already uses; an absent icon // means a blank tile (like the tab picker). Guard representative names and that every non-empty // value resolves to a shipped file, so a rename/typo cannot leave broken images in the palette. TEST_CASE("Native command icons resolve to shipped SVGs", "[ActionSource][SpeedDial]") { const std::vector& commands = Slic3r::GUI::NativeCommands::catalog(); auto icon_of = [&commands](const std::string& key) -> const std::string* { for (const auto& c : commands) if (c.key == key) return &c.icon; return nullptr; }; struct Expected { const char* key; const char* icon; }; for (const Expected& e : {Expected{"load_project", "menu_open"}, Expected{"save_project", "menu_save"}, Expected{"sync_ams", "ams_fila_sync"}, Expected{"mode_simple", "advanced"}, Expected{"calib_temperature", "calib_sf"}, Expected{"plate_add", "toolbar_add_plate"}, Expected{"add_primitive_cube", "menu_obj_cube"}, Expected{"go_to_tab", ""}}) { const std::string* icon = icon_of(e.key); INFO(e.key); REQUIRE(icon != nullptr); CHECK(*icon == e.icon); } const boost::filesystem::path images = boost::filesystem::path(PROFILES_DIR).parent_path() / "images"; for (const auto& c : commands) { if (c.icon.empty()) continue; INFO(c.key << " -> " << c.icon); CHECK(boost::filesystem::exists(images / (c.icon + ".svg"))); } } // The Help-menu commands, wiki/YouTube links and the developer-mode toggle are part of the palette. // Guard their presence and that they stay grouped with their peers, so a catalog edit cannot drop // or scatter them. Groups are compared to the peer's own group to stay independent of translation. TEST_CASE("Native command catalog includes the Help and developer-mode commands", "[ActionSource][SpeedDial]") { const std::vector& commands = Slic3r::GUI::NativeCommands::catalog(); auto find = [&commands](const std::string& key) -> const Slic3r::GUI::NativeCommand* { for (const auto& c : commands) if (c.key == key) return &c; return nullptr; }; const Slic3r::GUI::NativeCommand* first = find("help_keyboard_shortcuts"); REQUIRE(first != nullptr); for (const char* key : {"help_setup_wizard", "help_open_config_folder", "help_troubleshoot", "help_network_test", "help_tip_of_the_day", "help_check_updates", "help_about", "open_wiki", "open_youtube"}) { const Slic3r::GUI::NativeCommand* c = find(key); REQUIRE(c != nullptr); CHECK(c->group == first->group); } const Slic3r::GUI::NativeCommand* mode_simple = find("mode_simple"); const Slic3r::GUI::NativeCommand* dev_mode = find("toggle_developer_mode"); REQUIRE(mode_simple != nullptr); REQUIRE(dev_mode != nullptr); CHECK(dev_mode->group == mode_simple->group); } // Every "Add Primitive" item and shipped handy model has a palette command, grouped as in the Add // menu. Groups are compared to a peer's own group to stay independent of translation. TEST_CASE("Native command catalog covers the Add menus", "[ActionSource][SpeedDial]") { const std::vector& commands = Slic3r::GUI::NativeCommands::catalog(); auto group_of = [&commands](const std::string& key) -> const std::string* { for (const auto& c : commands) if (c.key == key) return &c.group; return nullptr; }; const std::string* primitive_group = group_of("add_primitive_cube"); REQUIRE(primitive_group != nullptr); for (const char* key : {"add_primitive_cylinder", "add_primitive_sphere", "add_primitive_cone", "add_primitive_disc", "add_primitive_torus", "add_primitive_text", "add_primitive_svg"}) { const std::string* group = group_of(key); INFO(key); REQUIRE(group != nullptr); CHECK(*group == *primitive_group); } const std::string* handy_group = group_of("add_handy_orca_cube"); REQUIRE(handy_group != nullptr); for (const char* key : {"add_handy_orcasliced_combo", "add_handy_orca_badge", "add_handy_orca_tolerance_test", "add_handy_3dbenchy", "add_handy_cali_cat", "add_handy_autodesk_fdm_test", "add_handy_voron_cube", "add_handy_stanford_bunny", "add_handy_orca_string_hell"}) { const std::string* group = group_of(key); INFO(key); REQUIRE(group != nullptr); CHECK(*group == *handy_group); } } // A setting whose mode is above the user's current mode must be prompted before it can be edited. // Developer settings (comDevelop) are above every non-developer mode, so they always prompt then. TEST_CASE("Settings above the current mode require a switch", "[ActionSource][SpeedDial]") { using Slic3r::GUI::requires_mode_switch; using Slic3r::comAdvanced; using Slic3r::comDevelop; using Slic3r::comExpert; using Slic3r::comSimple; CHECK(requires_mode_switch(comAdvanced, comSimple)); CHECK(requires_mode_switch(comExpert, comSimple)); CHECK(requires_mode_switch(comExpert, comAdvanced)); CHECK(requires_mode_switch(comDevelop, comSimple)); CHECK(requires_mode_switch(comDevelop, comAdvanced)); CHECK(requires_mode_switch(comDevelop, comExpert)); CHECK_FALSE(requires_mode_switch(comSimple, comSimple)); CHECK_FALSE(requires_mode_switch(comSimple, comAdvanced)); CHECK_FALSE(requires_mode_switch(comAdvanced, comAdvanced)); CHECK_FALSE(requires_mode_switch(comAdvanced, comExpert)); CHECK_FALSE(requires_mode_switch(comExpert, comExpert)); CHECK_FALSE(requires_mode_switch(comDevelop, comDevelop)); }