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| 1 | +using System.Numerics; |
| 2 | +using Clay; |
| 3 | + |
| 4 | +namespace Clay.Test; |
| 5 | + |
| 6 | +public class ClayUITooltipTests : IDisposable |
| 7 | +{ |
| 8 | + private readonly ClayUIFixture _fixture; |
| 9 | + |
| 10 | + public ClayUITooltipTests() |
| 11 | + { |
| 12 | + _fixture = new ClayUIFixture(); |
| 13 | + } |
| 14 | + |
| 15 | + public void Dispose() => _fixture.Dispose(); |
| 16 | + |
| 17 | + [Fact] |
| 18 | + public void Tooltip_DoesNotRender_WhenNotHovered() |
| 19 | + { |
| 20 | + var commands = _fixture.RunFrame(() => |
| 21 | + { |
| 22 | + ClayUI.Button("Btn"); |
| 23 | + ClayUI.Tooltip("Tip text"); |
| 24 | + }); |
| 25 | + |
| 26 | + bool hasTooltipText = false; |
| 27 | + foreach (var cmd in commands) |
| 28 | + { |
| 29 | + if (cmd.CommandType == RenderCommandType.Text && cmd.Text.Text == "Tip text") |
| 30 | + { |
| 31 | + hasTooltipText = true; |
| 32 | + break; |
| 33 | + } |
| 34 | + } |
| 35 | + Assert.False(hasTooltipText, "Tooltip should not render when not hovered"); |
| 36 | + } |
| 37 | + |
| 38 | + [Fact] |
| 39 | + public void Tooltip_DoesNotRender_BeforeDelay() |
| 40 | + { |
| 41 | + // Frame 1: establish bounding boxes |
| 42 | + _fixture.RunFrame(() => |
| 43 | + { |
| 44 | + ClayUI.Button("DelayBtn"); |
| 45 | + ClayUI.Tooltip("Delayed tip"); |
| 46 | + }, mousePos: new Vector2(20, 10)); |
| 47 | + |
| 48 | + // Frame 2: hover but only 1 frame (~16ms < 500ms delay) |
| 49 | + var commands = _fixture.RunFrame(() => |
| 50 | + { |
| 51 | + ClayUI.Button("DelayBtn"); |
| 52 | + ClayUI.Tooltip("Delayed tip"); |
| 53 | + }, mousePos: new Vector2(20, 10)); |
| 54 | + |
| 55 | + bool hasTooltipText = false; |
| 56 | + foreach (var cmd in commands) |
| 57 | + { |
| 58 | + if (cmd.CommandType == RenderCommandType.Text && cmd.Text.Text == "Delayed tip") |
| 59 | + { |
| 60 | + hasTooltipText = true; |
| 61 | + break; |
| 62 | + } |
| 63 | + } |
| 64 | + Assert.False(hasTooltipText, "Tooltip should not render before delay"); |
| 65 | + } |
| 66 | + |
| 67 | + [Fact] |
| 68 | + public void Tooltip_Renders_AfterDelay() |
| 69 | + { |
| 70 | + // Frame 1: establish bounding boxes with hover |
| 71 | + _fixture.RunFrame(() => |
| 72 | + { |
| 73 | + ClayUI.Button("ShowBtn"); |
| 74 | + ClayUI.Tooltip("Show tip"); |
| 75 | + }, mousePos: new Vector2(20, 10)); |
| 76 | + |
| 77 | + // Run enough frames with large deltaTime to exceed 0.5s delay |
| 78 | + ReadOnlySpan<RenderCommand> commands = default; |
| 79 | + for (int i = 0; i < 5; i++) |
| 80 | + { |
| 81 | + commands = _fixture.RunFrame(() => |
| 82 | + { |
| 83 | + ClayUI.Button("ShowBtn"); |
| 84 | + ClayUI.Tooltip("Show tip"); |
| 85 | + }, mousePos: new Vector2(20, 10), deltaTime: 0.2f); |
| 86 | + } |
| 87 | + |
| 88 | + bool hasTooltipText = false; |
| 89 | + foreach (var cmd in commands) |
| 90 | + { |
| 91 | + if (cmd.CommandType == RenderCommandType.Text && cmd.Text.Text == "Show tip") |
| 92 | + { |
| 93 | + hasTooltipText = true; |
| 94 | + break; |
| 95 | + } |
| 96 | + } |
| 97 | + Assert.True(hasTooltipText, "Tooltip should render after hover delay"); |
| 98 | + } |
| 99 | + |
| 100 | + [Fact] |
| 101 | + public void Tooltip_Disappears_WhenUnhovered() |
| 102 | + { |
| 103 | + // Build up hover time |
| 104 | + _fixture.RunFrame(() => |
| 105 | + { |
| 106 | + ClayUI.Button("UnhoverBtn"); |
| 107 | + ClayUI.Tooltip("Unhover tip"); |
| 108 | + }, mousePos: new Vector2(20, 10)); |
| 109 | + |
| 110 | + for (int i = 0; i < 5; i++) |
| 111 | + { |
| 112 | + _fixture.RunFrame(() => |
| 113 | + { |
| 114 | + ClayUI.Button("UnhoverBtn"); |
| 115 | + ClayUI.Tooltip("Unhover tip"); |
| 116 | + }, mousePos: new Vector2(20, 10), deltaTime: 0.2f); |
| 117 | + } |
| 118 | + |
| 119 | + // Move mouse away |
| 120 | + var commands = _fixture.RunFrame(() => |
| 121 | + { |
| 122 | + ClayUI.Button("UnhoverBtn"); |
| 123 | + ClayUI.Tooltip("Unhover tip"); |
| 124 | + }, mousePos: new Vector2(700, 700)); |
| 125 | + |
| 126 | + bool hasTooltipText = false; |
| 127 | + foreach (var cmd in commands) |
| 128 | + { |
| 129 | + if (cmd.CommandType == RenderCommandType.Text && cmd.Text.Text == "Unhover tip") |
| 130 | + { |
| 131 | + hasTooltipText = true; |
| 132 | + break; |
| 133 | + } |
| 134 | + } |
| 135 | + Assert.False(hasTooltipText, "Tooltip should disappear when mouse moves away"); |
| 136 | + } |
| 137 | + |
| 138 | + [Fact] |
| 139 | + public void BeginTooltip_ReturnsFalse_WhenNotHovered() |
| 140 | + { |
| 141 | + bool opened = true; |
| 142 | + _fixture.RunFrame(() => |
| 143 | + { |
| 144 | + ClayUI.Button("RichBtn"); |
| 145 | + opened = ClayUI.BeginTooltip(); |
| 146 | + if (opened) ClayUI.EndTooltip(); |
| 147 | + }); |
| 148 | + |
| 149 | + Assert.False(opened); |
| 150 | + } |
| 151 | + |
| 152 | + [Fact] |
| 153 | + public void BeginTooltip_ReturnsTrue_AfterDelay() |
| 154 | + { |
| 155 | + // Establish bounding boxes |
| 156 | + _fixture.RunFrame(() => |
| 157 | + { |
| 158 | + ClayUI.Button("RichShow"); |
| 159 | + var _ = ClayUI.BeginTooltip(); |
| 160 | + if (_) ClayUI.EndTooltip(); |
| 161 | + }, mousePos: new Vector2(20, 10)); |
| 162 | + |
| 163 | + // Hover long enough |
| 164 | + bool opened = false; |
| 165 | + for (int i = 0; i < 5; i++) |
| 166 | + { |
| 167 | + _fixture.RunFrame(() => |
| 168 | + { |
| 169 | + ClayUI.Button("RichShow"); |
| 170 | + opened = ClayUI.BeginTooltip(); |
| 171 | + if (opened) |
| 172 | + { |
| 173 | + ClayUI.Label("Rich content"); |
| 174 | + ClayUI.EndTooltip(); |
| 175 | + } |
| 176 | + }, mousePos: new Vector2(20, 10), deltaTime: 0.2f); |
| 177 | + } |
| 178 | + |
| 179 | + Assert.True(opened, "BeginTooltip should return true after hover delay"); |
| 180 | + } |
| 181 | + |
| 182 | + [Fact] |
| 183 | + public void Tooltip_OnlyOnePerFrame() |
| 184 | + { |
| 185 | + // Establish bounding boxes |
| 186 | + _fixture.RunFrame(() => |
| 187 | + { |
| 188 | + ClayUI.Button("Btn1"); |
| 189 | + ClayUI.Tooltip("Tip 1"); |
| 190 | + ClayUI.Button("Btn2"); |
| 191 | + ClayUI.Tooltip("Tip 2"); |
| 192 | + }, mousePos: new Vector2(20, 10)); |
| 193 | + |
| 194 | + // Hover long enough (both buttons may be near the same position) |
| 195 | + ReadOnlySpan<RenderCommand> commands = default; |
| 196 | + for (int i = 0; i < 5; i++) |
| 197 | + { |
| 198 | + commands = _fixture.RunFrame(() => |
| 199 | + { |
| 200 | + ClayUI.Button("Btn1"); |
| 201 | + ClayUI.Tooltip("Tip 1"); |
| 202 | + ClayUI.Button("Btn2"); |
| 203 | + ClayUI.Tooltip("Tip 2"); |
| 204 | + }, mousePos: new Vector2(20, 10), deltaTime: 0.2f); |
| 205 | + } |
| 206 | + |
| 207 | + int tooltipCount = 0; |
| 208 | + foreach (var cmd in commands) |
| 209 | + { |
| 210 | + if (cmd.CommandType == RenderCommandType.Text && |
| 211 | + (cmd.Text.Text == "Tip 1" || cmd.Text.Text == "Tip 2")) |
| 212 | + { |
| 213 | + tooltipCount++; |
| 214 | + } |
| 215 | + } |
| 216 | + Assert.True(tooltipCount <= 1, $"Only one tooltip should render per frame, got {tooltipCount}"); |
| 217 | + } |
| 218 | + |
| 219 | + [Fact] |
| 220 | + public void Tooltip_NoWidget_DoesNotCrash() |
| 221 | + { |
| 222 | + // Tooltip with no preceding widget should not crash |
| 223 | + _fixture.RunFrame(() => |
| 224 | + { |
| 225 | + ClayUI.Tooltip("Orphan tooltip"); |
| 226 | + }); |
| 227 | + } |
| 228 | +} |
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