Example #1
0
        /// <summary>
        /// Tries to find the target ah repeatedly for the "Wait" period
        /// </summary>
        /// <param name="ah"></param>
        /// <param name="gpath"></param>
        private void ClickPathUntilFound(AccessibilityHelper ah, GuiPath gpath)
        {
            string badPath = "";

            if (DoingOnce())
            {
                badPath = ClickPath(ah, gpath);
            }
            else
            {             // act as if it's being done once
                //IntPtr handle = (IntPtr)ah.HWnd; // get an updated ah based on its window handle
                bool done = false;
                while (!done && !m_finished)
                {
                    //ah = new AccessibilityHelper((handle)); // refresh the context ah
                    ah = new AccessibilityHelper(ah);                     // refresh the context ah
                    if (ah == null)
                    {
                        m_log.paragraph(makeNameTag() + "ClickPathUntilFound on " + gpath + " handled a null context");
                    }
                    if (ah != null)
                    {
                        badPath = ClickPath(ah, gpath);
                    }
                    done = Utilities.NumTicks(m_ExecuteTickCount, System.Environment.TickCount) > m_until;
                    System.Threading.Thread.Sleep(500);                     // try every half second
                }
                // if not clicked, it waited a long time on a bad path
                if (!m_finished)
                {
                    m_log.fail(makeNameTag() + badPath);
                }
            }
        }
Example #2
0
        // When used in a do-once instruction, this call is repeated.
        // Note the code that keeps m_select from being appended to m_path more than once.
        public override void Execute()
        {
            base.Execute();
            PassFailInContext(m_onPass, m_onFail, out m_onPass, out m_onFail);
            Context con = (Context)Ancestor(typeof(Context));

            isNotNull(con, "Glimpse must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            isNotNull(ah, "Glimpse context not accessible");
            m_path   = Utilities.evalExpr(m_path);
            m_expect = Utilities.evalExpr(m_expect);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce)
            {
                m_path     = SelectToPath(con, m_select) + m_path;             // process m_select
                m_doneOnce = true;
            }

            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                isNotNull(gpath, "attribute path='" + m_path + "' not parsed");
                GlimpsePath(ah, gpath, m_expect);
            }
            else
            {
                fail("attribute 'path' or 'select' must be set.");
            }
            Logger.getOnly().result(this);
        }
Example #3
0
		// When used in a do-once instruction, this call is repeated.
		// Note the code that keeps m_select from being appended to m_path more than once.
		public override void Execute()
		{
			base.Execute();
			PassFailInContext(m_onPass,m_onFail,out m_onPass,out m_onFail);
			Context con = (Context)Ancestor(typeof(Context));
			isNotNull(con,"Glimpse must occur in some context");
			AccessibilityHelper ah = con.Accessibility;
			isNotNull(ah,"Glimpse context not accessible");
			m_path   = Utilities.evalExpr(m_path);
			m_expect = Utilities.evalExpr(m_expect);

			/// Use the path or GUI Model or both
			if (m_select != null && m_select != "" && !m_doneOnce) {
				m_path = SelectToPath(con, m_select) + m_path; // process m_select
				m_doneOnce = true;
			}

			if (m_path != null && m_path != "") {
				GuiPath gpath = new GuiPath(m_path);
				isNotNull(gpath,"attribute path='"+m_path+"' not parsed");
				GlimpsePath(ah, gpath, m_expect);
			}
			else fail("attribute 'path' or 'select' must be set.");
			Logger.getOnly().result(this);
		}
Example #4
0
        /// <summary>
        /// Execute a click, creating and executing more for @select and
        /// creating and executing child instructions.
        /// When used in a do-once instruction, this call is repeated.
        /// </summary>
        public override void Execute()
        {
            // Increase the wait time if the rest time is greater
            // This gives the script writer some control over how
            // long to try the click.
            base.Execute();
            Context con = (Context)Ancestor(typeof(Context));

            isNotNull(con, makeNameTag() + " must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            isNotNull(ah, makeNameTag() + " context is not accessible");
            m_path = Utilities.evalExpr(m_path);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce)
            {
                m_path     = SelectToPath(con, m_select) + m_path;             // process m_select
                m_doneOnce = true;
            }

            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                isNotNull(gpath, makeNameTag() + " path='" + m_path + "' not parsed");
                ClickPathUntilFound(ah, gpath);
            }
            else
            {
                fail(makeNameTag() + "attribute 'path' or 'select' must be set or evaluate properly.");
            }
        }
Example #5
0
        public override void Execute()
        {
            base.Execute();
            Context con = (Context)Ancestor(typeof(Context));

            isNotNull(con, "Hover-over must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            isNotNull(ah, "The hover-over context is not accessible");
            m_path = Utilities.evalExpr(m_path);

            // Use the path
            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                isNotNull(gpath, "attribute path='" + m_path + "' not parsed");
                string BadPath = HoverPath(ah, gpath);
                if (BadPath != "")
                {
                    fail(BadPath);
                }
            }
            else
            {
                fail("attribute 'path' must be set.");
            }
            Finished = true;             // tell do-once it's done
        }
Example #6
0
        /// <summary>
        /// Glimpse one gui-path and return the result. If the expected value is not found,
        /// an assertion is raised.
        /// </summary>
        /// <param name="ah">Context accessibility helper, taken as the starting place for gpath.</param>
        /// <param name="gpath">The path through the GUI to the control.</param>
        /// <param name="expect">The expected value of the property for the control.</param>
        /// <returns></returns>
        bool GlimpsePath(AccessibilityHelper ah, GuiPath gpath, string expect)
        {
            m_Result = true;
            m_got    = null;
            IPathVisitor visitor = null;

            ah       = gpath.FindInGui(ah, visitor);
            m_Result = GlimpseGUI(ah, expect);
            if (m_Result)
            {
                base.Finished = true;                       // teminates do-once
            }
            if ((m_onPass == "assert" && m_Result == true) ||
                (m_onFail == "assert" && m_Result == false))
            {
                if (m_message != null && m_message.HasContent())
                {
                    fail(m_message.Read());
                }
                else
                {
                    string image = "Property [" + m_prop + "] was [" + m_got + "] expecting [" + m_expect + "] Result = '" + m_Result + "', on-pass='******', on-fail='" + m_onFail + "'";
                    if (gpath != null)
                    {
                        fail(image + " on gPath = " + gpath.toString());
                    }
                    else
                    {
                        fail(image);
                    }
                }
            }
            return(m_Result);
        }
Example #7
0
        /// <summary>
        /// A linked list node that represents one step in a GUI path.
        /// A step in the typedPath is represented by this node.
        /// Following steps generate subsequent GuiPath nodes recursively.
        /// </summary>
        /// <param name="typedPath">a typed path</param>
        public GuiPath(string typedPath)
        {
            // remove the first step from the typedPath and process it
            int    last = 0;
            string step = Utilities.GetFirstStep(typedPath, out last);

            Utilities.SplitTypedToken(step, out m_name, out m_type);
            if (m_type == "value" && (m_name == null || m_name == ""))
            {
                m_name = "";                 // want it to be empty
            }
            else if (m_name == null || m_name == "")
            {
                m_name = "NAMELESS";
            }
            try
            {
                int roleValue = Convert.ToInt32(m_type);
                m_role = (AccessibleRole)roleValue;
            }
            catch (Exception)
            {
                m_role = Utilities.TypeToRole(m_type);
            }

            // Parse the name
            string name;
            string varId;

            m_Nth = parseIndex(m_name, out name, out varId);
            if (m_name == name)
            {
                m_Nth = 1;
            }
            m_name  = name;
            m_varId = varId;

            if (m_type == "para" || m_type == "line")
            {
                try { m_Nth = Convert.ToInt32(m_name); }
                catch (System.FormatException)
                { Assert.Fail(m_type + ": needs to be followed by an integer, not " + m_name); }
                if (m_type == "para")
                {
                    m_name = "Paragraph";
                }
                if (m_type == "line")
                {
                    m_name = "Srting";
                }
            }

            // if not consumed, split off the end of the path as a child path
            if (1 + last < typedPath.Length)
            {
                m_child          = new GuiPath(typedPath.Substring(last + 1));
                m_child.m_parent = this;
            }
        }
Example #8
0
 public void ParseStarTest()
 {
     Assert.IsTrue(GuiPath.parseIndexTesting("stuf[*]f", "stuf", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[*]", "stuff", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff3[*i]", "stuff3", 0, "i"));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[*id]", "stuff", 0, "id"));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[**id*]", "stuff", 0, "*id*"));
 }
Example #9
0
        /// <summary>
        /// checkNextLevel follows the GUI model 'level' nodes as indicated via the level path, lpath,
        /// to create a FW views navigation array to the string to be selected.
        /// If lpath does not contain a symbol for the current level, the first encountered in the
        /// GUI model is used.
        /// The last level of the GUI model must be specified to obtain a string.
        /// If not, an interop error is raised. This needs further investigation.
        /// Information from the model populates the SelLevInfo array as recursions return.
        /// </summary>
        /// <param name="viewRoot">The a GUI model view or level XML node.</param>
        /// <param name="lpath">Level path array</param>
        /// <param name="passes">The recursion count.</param>
        /// <param name="rgvsli">The FW views system navigation array.</param>
        /// <param name="clevels">Number of levels in the FW views system navigation array.</param>
        private void checkNextLevel(XmlNode viewRoot, GuiPath lpath, int passes, out SelLevInfo[] rgvsli, out int clevels)
        {
            XmlNodeList nLevelList = viewRoot.SelectNodes("level");

            isNotNull(nLevelList, "found no levels in Gui Model view.");
            XmlNode xLevel = nLevelList[0];

            lpath = lpath.Next;
            // if lpath = null, then set fisrt level only.
            if (lpath == null)
            {             // end recursion
                if (passes == 0)
                {
                    clevels = 1;
                }
                else
                {
                    clevels = passes;
                }
                rgvsli = new SelLevInfo[clevels];
                if (passes == 0)
                {                 // create at least the first level
                    rgvsli[0].ihvo          = 0;
                    rgvsli[0].tag           = Convert.ToInt32(xLevel.Attributes["flid"].Value);
                    rgvsli[0].cpropPrevious = 0;
                }
                return;
            }
            string num = "0";             //ihvo
            // Does the lpath type match a level symbol?
            // Try to get more specific by matching the user's symbol
            IEnumerator eLevel = nLevelList.GetEnumerator();
            bool        OK     = eLevel.MoveNext();

            while (OK && !((XmlNode)eLevel.Current).Attributes["symbol"].Value.Equals(lpath.Type))
            {
                OK = eLevel.MoveNext();
            }
            if (OK)
            {                        // got a match: use the level obtained
                xLevel = (XmlNode)eLevel.Current;
                num    = lpath.Name; // ihvo
            }
            checkNextLevel(xLevel, lpath, passes + 1, out rgvsli, out clevels);

            // set the rgvsli array on the way out (post recurive)
            if (num == null)
            {
                num = "0";
            }
            int indx = clevels - passes - 1;         // the array elements are reversed

            rgvsli[indx].ihvo          = Convert.ToInt32(num);
            rgvsli[indx].tag           = Convert.ToInt32(xLevel.Attributes["flid"].Value);
            rgvsli[indx].cpropPrevious = 0;
        }
Example #10
0
		public void ParseGuiPathTest()
		{
			GuiPath gpath = new GuiPath("menu:View/menu:Filters/button:Configure...");
			Assert.AreEqual("View", gpath.Name, "ParseGuiPath name 0 is '" + gpath.Name + "' not 'View'");
			Assert.AreEqual("MenuItem", gpath.Role.ToString(), "ParseGuiPath role 0 is '" + gpath.Role.ToString() + "' not 'MenuItem'");
			Assert.AreEqual("Filters", gpath.Next.Name, "ParseGuiPath name 1 is '" + gpath.Next.Name + "' not 'Filters'");
			Assert.AreEqual("MenuItem", gpath.Next.Role.ToString(), "ParseGuiPath role 1 is '" + gpath.Next.Role.ToString() + "' not 'MenuItem'");
			Assert.AreEqual("Configure...", gpath.Next.Next.Name, "ParseGuiPath name 2 is '" + gpath.Next.Next.Name + "' not 'Configure...'");
			Assert.AreEqual("PushButton", gpath.Next.Next.Role.ToString(), "ParseGuiPath role 2 is '" + gpath.Next.Next.Role.ToString() + "' not 'PushButton'");
		}
Example #11
0
		public void ParseNameOnlyGuiPathTest()
		{
			GuiPath gpath = new GuiPath("View/Filters/Configure...");
			Assert.AreEqual("View", gpath.Name, "ParseGuiPath name 0 is '" + gpath.Name + "' not 'View'");
			Assert.AreEqual("None", gpath.Role.ToString(), "ParseGuiPath role 0 is '" + gpath.Role.ToString() + "' not 'None'");
			Assert.AreEqual("Filters", gpath.Next.Name, "ParseGuiPath name 1 is '" + gpath.Next.Name + "' not 'Filters'");
			Assert.AreEqual("None", gpath.Next.Role.ToString(), "ParseGuiPath role 1 is '" + gpath.Next.Role.ToString() + "' not 'None'");
			Assert.AreEqual("Configure...", gpath.Next.Next.Name, "ParseGuiPath name 2 is '" + gpath.Next.Next.Name + "' not 'Configure...'");
			Assert.AreEqual("None", gpath.Next.Next.Role.ToString(), "ParseGuiPath role 2 is '" + gpath.Next.Next.Role.ToString() + "' not 'None'");
		}
Example #12
0
        public void ParseNameOnlyGuiPathTest()
        {
            GuiPath gpath = new GuiPath("View/Filters/Configure...");

            Assert.AreEqual("View", gpath.Name, "ParseGuiPath name 0 is '" + gpath.Name + "' not 'View'");
            Assert.AreEqual("None", gpath.Role.ToString(), "ParseGuiPath role 0 is '" + gpath.Role.ToString() + "' not 'None'");
            Assert.AreEqual("Filters", gpath.Next.Name, "ParseGuiPath name 1 is '" + gpath.Next.Name + "' not 'Filters'");
            Assert.AreEqual("None", gpath.Next.Role.ToString(), "ParseGuiPath role 1 is '" + gpath.Next.Role.ToString() + "' not 'None'");
            Assert.AreEqual("Configure...", gpath.Next.Next.Name, "ParseGuiPath name 2 is '" + gpath.Next.Next.Name + "' not 'Configure...'");
            Assert.AreEqual("None", gpath.Next.Next.Role.ToString(), "ParseGuiPath role 2 is '" + gpath.Next.Next.Role.ToString() + "' not 'None'");
        }
Example #13
0
        public void ParseGuiPathTest()
        {
            GuiPath gpath = new GuiPath("menu:View/menu:Filters/button:Configure...");

            Assert.AreEqual("View", gpath.Name, "ParseGuiPath name 0 is '" + gpath.Name + "' not 'View'");
            Assert.AreEqual("MenuItem", gpath.Role.ToString(), "ParseGuiPath role 0 is '" + gpath.Role.ToString() + "' not 'MenuItem'");
            Assert.AreEqual("Filters", gpath.Next.Name, "ParseGuiPath name 1 is '" + gpath.Next.Name + "' not 'Filters'");
            Assert.AreEqual("MenuItem", gpath.Next.Role.ToString(), "ParseGuiPath role 1 is '" + gpath.Next.Role.ToString() + "' not 'MenuItem'");
            Assert.AreEqual("Configure...", gpath.Next.Next.Name, "ParseGuiPath name 2 is '" + gpath.Next.Next.Name + "' not 'Configure...'");
            Assert.AreEqual("PushButton", gpath.Next.Next.Role.ToString(), "ParseGuiPath role 2 is '" + gpath.Next.Next.Role.ToString() + "' not 'PushButton'");
        }
Example #14
0
 public void ParseIndexTest()
 {
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff", "stuff", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[3]", "stuff", 3, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff3[43]", "stuff3", 43, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[-4]", "stuff", -4, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[-654]", "stuff", -654, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[3", "stuff[3", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff3]", "stuff3]", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[*3]", "stuff", 0, "3"));
     Assert.IsTrue(GuiPath.parseIndexTesting("stuff[3*]", "stuff[3*]", 0, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("s[tu]ff[3]", "s[tu]ff", 3, null));
     Assert.IsTrue(GuiPath.parseIndexTesting("[-98]", "", -98, null));
 }
Example #15
0
        public void ParseVarTest()
        {
            TestState ts = TestState.getOnly("LT");

            ts.Script = "UtilitiesTest.xml";
            Var ins2 = new Var();

            ts.AddNamedInstruction("one", ins2);
            ins2.Set = "4";
            ins2.Execute();
            Assert.IsTrue(GuiPath.parseIndexTesting("stuff[$hi]", "stuff[$hi]", 0, null));
            Assert.IsTrue(GuiPath.parseIndexTesting("stuff[$one]", "stuff", 4, null));
            Assert.IsTrue(GuiPath.parseIndexTesting("stuff3[$one;3]", "stuff3", 43, null));
            Assert.IsTrue(GuiPath.parseIndexTesting("stuff[3$one]", "stuff[3$one]", 0, null));
        }
Example #16
0
        /// <summary>
        /// Execute a click, creating and executing more for @select and
        /// creating and executing child instructions.
        /// When used in a do-once instruction, this call is repeated.
        /// </summary>
        public override void Execute()
        {
            // Increase the wait time if the rest time is greater
            // This gives the script writer some control over how
            // long to try the click.
            base.Execute();
            Context con = (Context)Ancestor(typeof(Context));

            m_log.isNotNull(con, makeNameTag() + " must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            m_log.isNotNull(ah, makeNameTag() + " context is not accessible");
            m_path = Utilities.evalExpr(m_path);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce)
            {
                XmlPath node = SelectToPath(con, m_select);                 // process m_select
                m_path = node.Path + m_path;
                m_dx   = getOffset(m_dx, k_offset, node.ModelNode, "dx");
                m_dy   = getOffset(m_dy, k_offset, node.ModelNode, "dy");
                if (m_dx != k_offset || m_dy != k_offset)
                {
                    m_log.paragraph(makeNameTag() + "dx = " + m_dx + ", dy = " + m_dy);
                }
                m_doneOnce = true;                 // avoid adding to m_path again on subsequent do-once iterations
            }

            if (Application != null)
            {
                try { Application.Process.WaitForInputIdle(); }
                catch (Win32Exception e)
                {
                    m_log.paragraph(makeNameTag() + " WaitForInputIdle: " + e.Message);
                }
            }
            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                m_log.isNotNull(gpath, makeNameTag() + " path='" + m_path + "' not parsed");
                ClickPathUntilFound(ah, gpath);
            }
            else
            {
                m_log.fail(makeNameTag() + "attribute 'path' or 'select' must be set or evaluate properly.");
            }
        }
Example #17
0
        /// <summary>
        /// A linked list node that represents one step in a GUI path.
        /// A step in the typedPath is represented by this node.
        /// Following steps generate subsequent GuiPath nodes recursively.
        /// </summary>
        /// <param name="typedPath">a typed path</param>
        public GuiPath(string typedPath)
        {
            // remove the first step from the typedPath and process it
            int last = 0;
            string step = Utilities.GetFirstStep(typedPath, out last);
            Utilities.SplitTypedToken(step, out m_name, out m_type);
            if (m_type == "value" && (m_name == null || m_name == ""))
                m_name = ""; // want it to be empty
            else if (m_name == null || m_name == "") m_name = "NAMELESS";
            try
            {
                int roleValue = Convert.ToInt32(m_type);
                m_role = (AccessibleRole)roleValue;
            }
            catch (Exception)
            {
                m_role = Utilities.TypeToRole(m_type);
            }

            // Parse the name
            string name;
            string varId;
            m_Nth = parseIndex(m_name, out name, out varId);
            if (m_name == name) m_Nth = 1;
            m_name = name;
            m_varId = varId;

            if (m_type == "para" || m_type == "line")
            {
                try { m_Nth = Convert.ToInt32(m_name); }
                catch (System.FormatException)
                { Assert.Fail(m_type + ": needs to be followed by an integer, not " + m_name); }
                if (m_type == "para") m_name = "Paragraph";
                if (m_type == "line") m_name = "Srting";
            }

            // if not consumed, split off the end of the path as a child path
            if (1 + last < typedPath.Length)
            {
                m_child = new GuiPath(typedPath.Substring(last + 1));
                m_child.m_parent = this;
            }
        }
Example #18
0
        public override void Execute()
        {
            base.Execute();
            bool exists = false;

            isNotNull(m_path, "attribute 'path' must be set");
            m_path = Utilities.evalExpr(m_path);
            GuiPath gpath = new GuiPath(m_path);

            isNotNull(gpath, "attribute path='" + m_path + "' not parsed");
            GuiPath lpath = null;

            if (m_loc != null)             // if it's null, get the whole string content
            {
                lpath = new GuiPath(m_loc);
                isNotNull(lpath, "attribute path='" + m_loc + "' not parsed");
            }
            Context con = (Context)Ancestor(typeof(Context));

            isNotNull(con, "Select-text must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            isNotNull(ah, "Select-text context not accessible");
            // The model names are needed in selectText.
            IPathVisitor visitor = null;

            ah = gpath.FindInGui(ah, visitor);
            isNotNull(ah, "context not accessible from path");
            if (ah != null)
            {
                if (m_loc == null)
                {
                    exists = getStrValue(ah);
                }
                else
                {
                    exists = selectText(lpath, ah);
                }
            }
            Logger.getOnly().result(this);
            Finished = true;             // tell do-once it's done
        }
Example #19
0
 private string ClickPath(AccessibilityHelper ah, GuiPath gpath)
 {
     //bool forAll = false;
     //bool clickParent = false;
     //AccessibilityHelper child;
     //if (m_for != null && "all" == (string)m_for) forAll = true;
     if (1 == m_logLevel)
     {
         m_log.paragraph(makeNameTag() + "Click starting path from &quot;" + ah.Role + ":" + ah.Name + "&quot;");
     }
     ah = gpath.FindInGui(ah, this);
     if (ah != null)
     {
         if (1 == m_logLevel)
         {
             m_log.paragraph(makeNameTag() + "Clicking last pair in path");
         }
         int j;
         for (j = 0; j < m_repeat; j++)
         {                  // click 10 pixels from the left edge - see below
             if (m_side == "right")
             {
                 ah.SimulateRightClickRelative(m_dx, m_dy);
             }
             else
             {
                 ah.SimulateClickRelative(m_dx, m_dy);
             }
             // when @wait="no" don't wait at all between repeated clicks
             if (m_wait)
             {
                 Thread.Sleep(400);                             // wait a while eg. let menus open, etc.
             }
         }
         m_finished = true;                 // tell do-once it's done
     }
     else
     {
         return(m_message);
     }
     return("");
 }
Example #20
0
        /// <summary>
        /// Gets the GUI Model root node and finds the model of the view to select text from.
        /// The model view is recursively followed using the symbols in the level path
        /// array. Information from the model populates the SelLevInfo array as recursions return.
        /// </summary>
        /// <param name="lpath">Level path array.</param>
        /// <param name="rgvsli">The FW views system navigation array.</param>
        /// <param name="clevels">Number of levels in the FW views system navigation array.</param>
        /// <returns>True if the navigation array is filled. False if something goes wrong.</returns>
        private bool DrillToContent(GuiPath lpath, out SelLevInfo[] rgvsli, out int clevels)
        {
            bool status = true;

            clevels = 0;
            rgvsli  = null;
            XmlElement root = null;             // Application.GuiModelRoot;

            status = root != null;
            if (status)
            {
                // Use lpath to get to the right place in the gui model
                string  xPath    = "//" + lpath.Type + "[@name='" + lpath.Name + "']";
                XmlNode viewRoot = root.SelectSingleNode(xPath);
                isNotNull(viewRoot, "could not find " + m_loc + " in the GUI Model");
                int passes = 0;                 // count the levels
                checkNextLevel(viewRoot, lpath, passes, out rgvsli, out clevels);
            }
            return(status);
        }
Example #21
0
		public override void Execute()
		{
			base.Execute();
			Context con = (Context)Ancestor(typeof(Context));
			isNotNull(con,"Hover-over must occur in some context");
			AccessibilityHelper ah = con.Accessibility;
			isNotNull(ah,"The hover-over context is not accessible");
			m_path = Utilities.evalExpr(m_path);

			// Use the path
			if (m_path != null && m_path != "")
			{
				GuiPath gpath = new GuiPath(m_path);
				isNotNull(gpath,"attribute path='"+m_path+"' not parsed");
				string BadPath = HoverPath(ah, gpath);
				if (BadPath != "") fail(BadPath);
			}
			else fail("attribute 'path' must be set.");
			Finished = true; // tell do-once it's done
		}
Example #22
0
        // When used in a do-once instruction, this call is repeated.
        // Note the code that keeps m_select from being appended to m_path more than once.
        public override void Execute()
        {
            base.Execute();
            PassFailInContext(m_onPass, m_onFail, out m_onPass, out m_onFail);
            Context con = (Context)Ancestor(typeof(Context));

            m_log.isNotNull(con, makeNameTag() + "Glimpse must occur in some context");
            AccessibilityHelper ah = con.Accessibility;

            m_log.isNotNull(ah, makeNameTag() + "Glimpse context not accessible");
            m_path   = Utilities.evalExpr(m_path);
            m_expect = Utilities.evalExpr(m_expect);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce)
            {
                XmlPath node = SelectToPath(con, m_select); // process m_select
                m_path     = node.Path + m_path;
                m_doneOnce = true;                          // avoid adding to m_path again on subsequent do-once iterations
            }

            try { Application.Process.WaitForInputIdle(); }
            catch (Win32Exception e)
            {
                m_log.paragraph(makeNameTag() + " WaitForInputIdle: " + e.Message);
            }

            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                m_log.isNotNull(makeNameTag() + gpath, "attribute path='" + m_path + "' not parsed");
                GlimpsePath(ah, gpath);
            }
            else
            {
                m_log.fail(makeNameTag() + "attribute 'path' or 'select' must be set.");
            }
            Logger.getOnly().result(this);
        }
Example #23
0
        public void findInGui()
        {
            Process             m_proc = Process.Start(@"C:\WINDOWS\NOTEPAD.EXE");
            AccessibilityHelper m_ah;

            m_proc.WaitForInputIdle();
            while (Process.GetProcessById(m_proc.Id).MainWindowHandle == IntPtr.Zero)
            {
                Thread.Sleep(100);
            }
            m_proc.WaitForInputIdle();

            SIL.FieldWorks.Common.Utils.

            Win32.SetForegroundWindow(m_proc.MainWindowHandle);
            m_ah = new AccessibilityHelper(m_proc.MainWindowHandle);

            AccessibilityHelper ah    = null;
            GuiPath             gpath = new GuiPath("menu:Help/menu:Help Topics");

            ah = gpath.FindInGui(m_ah, null);
            Assert.IsNotNull(ah, "'menu:Help/menu:Help Topics' Accessibility Helper not found");
            Assert.AreEqual("Help Topics", ah.Name, "'menu:Help/menu:Help Topics' menu item not found");
            Assert.AreEqual(AccessibleRole.MenuItem, ah.Role, "'menu:Help/menu:Help Topics' menu item role not found");
            try
            {
                m_proc.WaitForInputIdle();
                Win32.SetForegroundWindow(m_proc.MainWindowHandle);
                SendKeys.SendWait("%{F4}");
                m_proc.WaitForInputIdle();
                m_proc.WaitForExit();
            }
            catch
            {
            }
        }
Example #24
0
        // when all the instructions pass, do-once passes
        // otherwise it fails
        public override void Execute()
        {
            // Don't call the base execute method! - want control..
            // base.Execute();
            if (Number == -1)
            {
                Number = TestState.getOnly().IncInstructionCount;
            }
            m_log.mark(this);
            m_ExecuteTickCount = System.Environment.TickCount;

            PrepareChildren();             // base method to build child instructions

            // remove all wait times in this context, but only at the child level
            this.RemoveWaitTime();
            foreach (Instruction ins in m_instructions)
            {
                ins.RemoveWaitTime();
            }

            PassFailInContext(OnPass, OnFail, out m_onPass, out m_onFail);
            AccessibilityHelper m_ah = Accessibility;

            if (1 == m_logLevel)
            {
                m_log.paragraph(makeNameTag() + "Context is &quot;" + m_ah.Role + ":" + m_ah.Name + "&quot;");
            }

            if (m_waitingFor != null && m_waitingFor != "")
            {
                m_waitingFor = Utilities.evalExpr(m_waitingFor);
            }

            int startTick = System.Environment.TickCount;

            m_log.paragraph(image());
            bool done     = false;
            bool lastPass = false;              // used to allow 1 last pass over instructions after time is up

            while (!done)
            {
                CheckForErrorDialogs(true);
                // see if there are any cmds not finished
                done = true;                    // start as if they're all done
                foreach (Instruction ins in m_instructions)
                {
                    if (!ins.Finished)                          // not already finished
                    {
                        // Don't assert onFail until it's the last pass (time is up)
                        ins.DeferAssert = !lastPass;
                        ins.Execute();
                        if (!ins.Finished)                              // still not finished
                        {
                            done = false;
                        }
                    }
                }
                m_Result = done;
                AccessibilityHelper ah = null;
                string title           = null;
                if (m_waitingFor != null && m_waitingFor != "")
                {
                    m_Result = false;                     // fail if the window is not found
                    IntPtr foundHwndPtr = FindWindow(null, m_waitingFor);
                    if ((int)foundHwndPtr != 0)
                    {
                        ah = new AccessibilityHelper(foundHwndPtr);
                        // The ah constructor gets the topWindow if our window isn't found
                        // Don't want that
                        // ah = new AccessibilityHelper(m_waitingFor);

                        // get the title, the ah.Name can be different.
                        GuiPath             path = new GuiPath("titlebar:NAMELESS");
                        AccessibilityHelper ah1  = ah.SearchPath(path, null);
                        if (ah1 != null)
                        {
                            title = ah1.Value;
                        }
                    }
                }
                if (ah != null)
                {
                    m_log.paragraph(makeNameTag() + "do-once found window:" + ah.Name);
                }
                if (title != null)
                {
                    m_log.paragraph(makeNameTag() + "do-once found title:" + title);
                }
                if (lastPass)
                {
                    done = true;
                }
                if (title != null && title == m_waitingFor)
                {
                    lastPass = true;                     // A window may appear a bit later
                    m_Result = true;
                }

                // once time is up, allow finial pass over instructions allowing asserts as needed
                if (!lastPass)
                {
                    lastPass = Utilities.NumTicks(startTick, System.Environment.TickCount) > m_waitTicks;
                }
            }             // end of while loop

            Logger.getOnly().result(this);
            Finished = true;             // tell do-once it's done

            if (m_onPass == "assert" && m_Result == true)
            {
                m_log.fail(makeNameTag() + "do-once accomplished its task(s) but was not supposed to.");
            }
            if (m_onFail == "assert" && m_Result == false)
            {
                m_log.fail(makeNameTag() + "do-once did not accomplish all of its tasks.");
            }
        }
Example #25
0
		/// <summary>
		/// checkNextLevel follows the GUI model 'level' nodes as indicated via the level path, lpath,
		/// to create a FW views navigation array to the string to be selected.
		/// If lpath does not contain a symbol for the current level, the first encountered in the
		/// GUI model is used.
		/// The last level of the GUI model must be specified to obtain a string.
		/// If not, an interop error is raised. This needs further investigation.
		/// Information from the model populates the SelLevInfo array as recursions return.
		/// </summary>
		/// <param name="viewRoot">The a GUI model view or level XML node.</param>
		/// <param name="lpath">Level path array</param>
		/// <param name="passes">The recursion count.</param>
		/// <param name="rgvsli">The FW views system navigation array.</param>
		/// <param name="clevels">Number of levels in the FW views system navigation array.</param>
		private void checkNextLevel(XmlNode viewRoot, GuiPath lpath, int passes, out SelLevInfo[] rgvsli, out int clevels)
		{
			XmlNodeList nLevelList = viewRoot.SelectNodes("level");
			isNotNull(nLevelList,"found no levels in Gui Model view.");
			XmlNode xLevel = nLevelList[0];
			lpath = lpath.Next;
			// if lpath = null, then set fisrt level only.
			if (lpath == null)
			{ // end recursion
				if (passes == 0) clevels = 1;
				else             clevels = passes;
				rgvsli = new SelLevInfo[clevels];
				if (passes == 0)
				{ // create at least the first level
					rgvsli[0].ihvo = 0;
					rgvsli[0].tag  = Convert.ToInt32(xLevel.Attributes["flid"].Value);
					rgvsli[0].cpropPrevious = 0;
				}
				return;
			}
			string num = "0"; //ihvo
			// Does the lpath type match a level symbol?
			// Try to get more specific by matching the user's symbol
			IEnumerator eLevel = nLevelList.GetEnumerator();
			bool OK = eLevel.MoveNext();
			while (OK && !((XmlNode)eLevel.Current).Attributes["symbol"].Value.Equals(lpath.Type))
				OK = eLevel.MoveNext();
			if (OK)
			{ // got a match: use the level obtained
				xLevel = (XmlNode)eLevel.Current;
				num = lpath.Name; // ihvo
			}
			checkNextLevel(xLevel, lpath, passes+1, out rgvsli, out clevels);

			// set the rgvsli array on the way out (post recurive)
			if (num == null) num = "0";
			int indx = clevels-passes-1; // the array elements are reversed
			rgvsli[indx].ihvo = Convert.ToInt32(num);
			rgvsli[indx].tag  = Convert.ToInt32(xLevel.Attributes["flid"].Value);
			rgvsli[indx].cpropPrevious = 0;
		}
Example #26
0
		/// <summary>
		/// Gets the GUI Model root node and finds the model of the view to select text from.
		/// The model view is recursively followed using the symbols in the level path
		/// array. Information from the model populates the SelLevInfo array as recursions return.
		/// </summary>
		/// <param name="lpath">Level path array.</param>
		/// <param name="rgvsli">The FW views system navigation array.</param>
		/// <param name="clevels">Number of levels in the FW views system navigation array.</param>
		/// <returns>True if the navigation array is filled. False if something goes wrong.</returns>
		private bool DrillToContent(GuiPath lpath, out SelLevInfo[] rgvsli, out int clevels)
		{
			bool status = true;
			clevels = 0;
			rgvsli = null;
			XmlElement root = null; // Application.GuiModelRoot;
			status = root != null;
			if (status)
			{
				// Use lpath to get to the right place in the gui model
				string xPath = "//" + lpath.Type + "[@name='" + lpath.Name + "']";
				XmlNode viewRoot = root.SelectSingleNode(xPath);
				isNotNull(viewRoot,"could not find "+m_loc+" in the GUI Model");
				int passes = 0; // count the levels
				checkNextLevel(viewRoot, lpath, passes, out rgvsli, out clevels);
			}
			return status;
		}
Example #27
0
		/// <summary>
		/// Given the GUI control or view ah, find and highlight the text indicated
		/// via the location (level) path.
		/// </summary>
		/// <param name="lpath">Level path array.</param>
		/// <param name="ah">Accessibility helper from the GUI control or view</param>
		/// <returns>true if the selected string was retrieved.</returns>
		private bool selectText(GuiPath lpath, AccessibilityHelper ah)
		{
			IVwRootBox rbox = ah.RootBox();
			isNotNull(rbox,"view rootbox not found");

			IVwSelection sel = null; // returned selection

			// create a SelLevInfo[] array to the content using the model view levels.
			int clevels = 0;
			SelLevInfo[] rgvsli;
			if (DrillToContent(lpath, out rgvsli, out clevels))
			{
				int ihvoRoot = 0; // first rootbox
				int tagTextProp = 16002; // kflidStTxtPara_Contents
				int cpropPrevious = 0;
				int ichAnchor = m_at;  // starting character number
				int ichEnd    = m_at + m_run;  // ending character number in rgvsli[0].ihvo or ihvoEnd if it is not -1
				int ws = 0;
				bool fAssocPrev = false;
				int ihvoEnd = -1; // paragraph # to end at, if it doesn't exist, get unspecified interop error
				ITsTextProps ttpIns = null;
				bool fInstall  = true; // make it the view's default selection

				//int iHeight = rbox.get_Height();
				int iHeight = rbox.Height;

				sel = rbox.MakeTextSelection
					(ihvoRoot, clevels, rgvsli, tagTextProp, cpropPrevious, ichAnchor, ichEnd,
					ws, fAssocPrev, ihvoEnd, ttpIns, fInstall);
				isNotNull(sel,"failed to select text");
				//areEqual(true, sel.get_IsValid(), "selection is not valid");
				areEqual(true, sel.IsValid, "selection is not valid");
				ITsTextProps ttp = spyOnSelection(sel);
				if(ttp != null) spyOnTextProps(ttp);
			}
			string strSeparator = "|";
			ITsString tssFromApp;
			sel.GetSelectionString(out tssFromApp, strSeparator);
			ITsStreamWrapper tsw = TsStreamWrapperClass.Create();
			//UCOMIStream strm = tsw.get_Stream();
			System.Runtime.InteropServices.ComTypes.IStream strm = tsw.Stream;
			// Copy the string to our address space.
			ITsStrBldr bldr = TsStrBldrClass.Create();
			bldr.ReplaceTsString(0,0, tssFromApp);
			ITsString tss = bldr.GetString();
			int icchIndent = 2;
			int iws = 0;
			bool fWriteObjData = true;
			//tsw.WriteTssAsXml(tss2, icchIndent, iws, fWriteObjData);
			//ISilDataAccess da = rbox.get_DataAccess();
			ISilDataAccess da = rbox.DataAccess;
			//ILgWritingSystemFactory wsf = da.get_WritingSystemFactory();
			ILgWritingSystemFactory wsf = da.WritingSystemFactory;
			tss.WriteAsXml(strm, wsf, icchIndent, iws, fWriteObjData);
			//m_text = tsw.get_Contents(); // XML formatted string
			m_text = tsw.Contents; // XML formatted string
			return m_text != null;
		}
Example #28
0
 /// <summary>
 /// Method to apply when a path node is not found.
 /// No path above it and none below will call this method;
 /// only the one not found.
 /// </summary>
 /// <param name="path">The path step last tried.</param>
 public void notFound(GuiPath path)
 {
     m_message = "Item '" + path.Role + ":" + path.Name + "' not found to click";
 }
Example #29
0
        /// <summary>
        /// Finds the accessible object at the end of the path with optional place and varId from
        /// which it creates a variable object to hold the sibling number of the object found.
        /// An optional path visitor allows the caller to do something with intermediate steps
        /// along the path for debugging or interface control.
        /// The value of a node can be specified via a path step like "value:whatever the value is".
        /// When place is greater than 0, the search is breadth-first.
        /// Generally, clients need not be included in the "path".
        /// When place is 0, a value must be the leaf node of the path
        /// as there is typically some repeated structure
        /// like a table, row and cell with value. The structure is
        /// traversed repeatedly until the leaf node with the value is found.
        /// When place is negative, depth-first search is used. It tends to be
        /// the slowest way to search the Accessibility tree.
        /// </summary>
        /// <param name="path">The path to search. Each step in the path contains an
        /// Accessibility name and Accessibility role of the matching gui object.</param>
        /// <param name="visitor">null or the object providing methods that are called when steps are found.</param>
        /// <returns>A new <see cref="AccessibilityHelper"/> object that wraps the object found at the end of the path.</returns>
        public AccessibilityHelper SearchPath(GuiPath path, IPathVisitor visitor)
        {
            if (path == null) return null;

            // three cases based on Nth
            if (path.Nth > 0)
            { // psuedo breadth-first
                return this.SearchPathByBreadth(path, visitor);
            }
            if (path.Nth == 0)
            { // loop over FindChildBreadth to find a sibling index to set a var with varId
                return this.SearchPathForIndex(path, visitor);
            }
            else if (path.Nth < 0)
            { // depth-first
                return this.SearchPathByDepth(path, visitor);
            }
            return null;
        }
Example #30
0
 /// <summary>
 /// Method to apply when a path node is not found.
 /// No path above it and none below will call this method;
 /// only the one not found.
 /// </summary>
 /// <param name="path">The path step last tried.</param>
 public void notFound(GuiPath path)
 {
     m_message = "Item '" + path.Role + ":" + path.Name + "' not found for hover";
 }
Example #31
0
        /// <summary>
        /// Given the GUI control or view ah, find and highlight the text indicated
        /// via the location (level) path.
        /// </summary>
        /// <param name="lpath">Level path array.</param>
        /// <param name="ah">Accessibility helper from the GUI control or view</param>
        /// <returns>true if the selected string was retrieved.</returns>
        private bool selectText(GuiPath lpath, AccessibilityHelper ah)
        {
            IVwRootBox rbox = ah.RootBox();

            isNotNull(rbox, "view rootbox not found");

            IVwSelection sel = null;             // returned selection

            // create a SelLevInfo[] array to the content using the model view levels.
            int clevels = 0;

            SelLevInfo[] rgvsli;
            if (DrillToContent(lpath, out rgvsli, out clevels))
            {
                int          ihvoRoot      = 0;            // first rootbox
                int          tagTextProp   = 16002;        // kflidStTxtPara_Contents
                int          cpropPrevious = 0;
                int          ichAnchor     = m_at;         // starting character number
                int          ichEnd        = m_at + m_run; // ending character number in rgvsli[0].ihvo or ihvoEnd if it is not -1
                int          ws            = 0;
                bool         fAssocPrev    = false;
                int          ihvoEnd       = -1;   // paragraph # to end at, if it doesn't exist, get unspecified interop error
                ITsTextProps ttpIns        = null;
                bool         fInstall      = true; // make it the view's default selection

                //int iHeight = rbox.get_Height();
                int iHeight = rbox.Height;

                sel = rbox.MakeTextSelection
                          (ihvoRoot, clevels, rgvsli, tagTextProp, cpropPrevious, ichAnchor, ichEnd,
                          ws, fAssocPrev, ihvoEnd, ttpIns, fInstall);
                isNotNull(sel, "failed to select text");
                //areEqual(true, sel.get_IsValid(), "selection is not valid");
                areEqual(true, sel.IsValid, "selection is not valid");
                ITsTextProps ttp = spyOnSelection(sel);
                if (ttp != null)
                {
                    spyOnTextProps(ttp);
                }
            }
            string    strSeparator = "|";
            ITsString tssFromApp;

            sel.GetSelectionString(out tssFromApp, strSeparator);
            ITsStreamWrapper tsw = TsStreamWrapperClass.Create();

            //UCOMIStream strm = tsw.get_Stream();
            System.Runtime.InteropServices.ComTypes.IStream strm = tsw.Stream;
            // Copy the string to our address space.
            ITsStrBldr bldr = TsStrBldrClass.Create();

            bldr.ReplaceTsString(0, 0, tssFromApp);
            ITsString tss           = bldr.GetString();
            int       icchIndent    = 2;
            int       iws           = 0;
            bool      fWriteObjData = true;
            //tsw.WriteTssAsXml(tss2, icchIndent, iws, fWriteObjData);
            //ISilDataAccess da = rbox.get_DataAccess();
            ISilDataAccess da = rbox.DataAccess;
            //ILgWritingSystemFactory wsf = da.get_WritingSystemFactory();
            ILgWritingSystemFactory wsf = da.WritingSystemFactory;

            tss.WriteAsXml(strm, wsf, icchIndent, iws, fWriteObjData);
            //m_text = tsw.get_Contents(); // XML formatted string
            m_text = tsw.Contents;             // XML formatted string
            return(m_text != null);
        }
Example #32
0
 private string ClickPath(AccessibilityHelper ah, GuiPath gpath)
 {
     //bool forAll = false;
     //bool clickParent = false;
     //AccessibilityHelper child;
     //if (m_for != null && "all" == (string)m_for) forAll = true;
     if (1 == m_logLevel)
         m_log.paragraph(makeNameTag() + "Click starting path from &quot;" + ah.Role + ":" + ah.Name + "&quot;");
     ah = gpath.FindInGui(ah, this);
     if (ah != null)
     {
         if (1 == m_logLevel) m_log.paragraph(makeNameTag() + "Clicking last pair in path");
         int j;
         for (j = 0; j < m_repeat; j++)
         {  // click 10 pixels from the left edge - see below
             if (m_side == "right")
                 ah.SimulateRightClickRelative(m_dx, m_dy);
             else
                 ah.SimulateClickRelative(m_dx, m_dy);
             // when @wait="no" don't wait at all between repeated clicks
             if (m_wait) Thread.Sleep(400); // wait a while eg. let menus open, etc.
         }
         m_finished = true; // tell do-once it's done
     }
     else return m_message;
     return "";
 }
Example #33
0
        /// <summary>
        /// Execute a click, creating and executing more for @select and
        /// creating and executing child instructions.
        /// When used in a do-once instruction, this call is repeated.
        /// </summary>
        public override void Execute()
        {
            // Increase the wait time if the rest time is greater
            // This gives the script writer some control over how
            // long to try the click.
            base.Execute();
            Context con = (Context)Ancestor(typeof(Context));
            m_log.isNotNull(con, makeNameTag() + " must occur in some context");
            AccessibilityHelper ah = con.Accessibility;
            m_log.isNotNull(ah, makeNameTag() + " context is not accessible");
            m_path = Utilities.evalExpr(m_path);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce) {
                XmlPath node = SelectToPath(con, m_select); // process m_select
                m_path = node.Path + m_path;
                m_dx = getOffset(m_dx, k_offset, node.ModelNode, "dx");
                m_dy = getOffset(m_dy, k_offset, node.ModelNode, "dy");
                if (m_dx != k_offset || m_dy != k_offset)
                    m_log.paragraph(makeNameTag() + "dx = " + m_dx + ", dy = " + m_dy);
                m_doneOnce = true; // avoid adding to m_path again on subsequent do-once iterations
            }

            if (Application != null)
            {
                try { Application.Process.WaitForInputIdle(); }
                catch (Win32Exception e)
                {
                    m_log.paragraph(makeNameTag() + " WaitForInputIdle: " + e.Message);
                }
            }
            if (m_path != null && m_path != "") {
                GuiPath gpath = new GuiPath(m_path);
                m_log.isNotNull(gpath, makeNameTag() + " path='" + m_path + "' not parsed");
                ClickPathUntilFound(ah, gpath);
            }
            else m_log.fail(makeNameTag() + "attribute 'path' or 'select' must be set or evaluate properly.");
        }
Example #34
0
 public override void Execute()
 {
     base.Execute();
     bool exists = false;
     m_log.isNotNull(m_path, "attribute 'path' must be set");
     m_path = Utilities.evalExpr(m_path);
     GuiPath gpath = new GuiPath(m_path);
     m_log.isNotNull(gpath, "attribute path='" + m_path + "' not parsed");
     GuiPath lpath = null;
     if (m_loc != null) // if it's null, get the whole string content
     {
         lpath = new GuiPath(m_loc);
         m_log.isNotNull(lpath, "attribute path='" + m_loc + "' not parsed");
     }
     Context con = (Context)Ancestor(typeof(Context));
     m_log.isNotNull(con, "Select-text must occur in some context");
     AccessibilityHelper ah = con.Accessibility;
     m_log.isNotNull(ah, "Select-text context not accessible");
     // The model names are needed in selectText.
     IPathVisitor visitor = null;
     ah = gpath.FindInGui(ah, visitor);
     m_log.isNotNull(ah, "context not accessible from path");
     if (ah != null)
     {
         exists = getStrValue(ah);
         /**
         if (m_loc == null) exists = getStrValue(ah);
         else               exists = selectText(lpath, ah);
         **/
     }
     Logger.getOnly().result(this);
     Finished = true; // tell do-once it's done
 }
Example #35
0
		/// <summary>
		/// Method to apply when a path node is not found.
		/// No path above it and none below will call this method;
		/// only the one not found.
		/// </summary>
		/// <param name="path">The path step last tried.</param>
		public void notFound(GuiPath path)
		{
			m_message = "Item '" + path.Role + ":" + path.Name + "' not found for hover";
		}
Example #36
0
 /// <summary>
 /// Method to apply when a path node is not found.
 /// No path above it and none below will call this method;
 /// only the one not found.
 /// </summary>
 /// <param name="path">The path step last tried.</param>
 public void notFound(GuiPath path)
 {
     // do nothing
 }
Example #37
0
 string HoverPath(AccessibilityHelper ah, GuiPath gpath)
 {
     ah = gpath.FindInGui(ah, this);
     visitNode(ah);
     return(m_message);
 }
Example #38
0
 /// <summary>
 /// Method to apply when a path node is not found.
 /// No path above it and none below will call this method;
 /// only the one not found.
 /// </summary>
 /// <param name="path">The path step last tried.</param>
 public void notFound(GuiPath path)
 {
     // do nothing
 }
Example #39
0
		/// <summary>
		/// Execute a click, creating and executing more for @select and
		/// creating and executing child instructions.
		/// When used in a do-once instruction, this call is repeated.
		/// </summary>
		public override void Execute()
		{
			// Increase the wait time if the rest time is greater
			// This gives the script writer some control over how
			// long to try the click.
			base.Execute();
			Context con = (Context)Ancestor(typeof(Context));
			isNotNull(con, makeNameTag() +" must occur in some context");
			AccessibilityHelper ah = con.Accessibility;
			isNotNull(ah, makeNameTag() + " context is not accessible");
			m_path = Utilities.evalExpr(m_path);

			/// Use the path or GUI Model or both
			if (m_select != null && m_select != "" && !m_doneOnce) {
				m_path = SelectToPath(con, m_select) + m_path; // process m_select
				m_doneOnce = true;
			}

			if (m_path != null && m_path != "") {
				GuiPath gpath = new GuiPath(m_path);
				isNotNull(gpath, makeNameTag() + " path='" + m_path + "' not parsed");
				ClickPathUntilFound(ah, gpath);
			}
			else fail(makeNameTag() + "attribute 'path' or 'select' must be set or evaluate properly.");
		}
Example #40
0
 /// <summary>
 /// The search is almost breadth-first:
 /// The first step in the path has an unknown sibling index and its role is not 'value'.
 /// If this ah has children of the step type, they are searched until all the
 /// subsequent steps find matching ah's. This search substitutes its own visitor
 /// that records the successful path ah's. Upon success, a sibling index is assigned to
 /// the variable named in the step, the non-terminal subpath ah's are exposed
 /// to the caller's visitor in turn and this method returns the last ah on the path.
 /// Subpath steps are searched for depending on their content.
 /// </summary>
 /// <param name="path">The path to search. Each step in the path contains an
 /// Accessibility name and Accessibility role of the matching gui object.</param>
 /// <param name="visitor">null or the object providing methods that are called when steps are found.</param>
 /// <returns>A new <see cref="AccessibilityHelper"/> object that wraps the matched
 /// window.</returns>
 private AccessibilityHelper SearchPathForIndex(GuiPath path, IPathVisitor visitor)
 {
     Logger log = Logger.getOnly();
     log.startList("SearchPathForIndex('" + path.toString() + "') starting from ('"
         + this.Role + "','" + this.Name + "')");
     if (ChildCount <= 0)
     {
         if (visitor != null) visitor.notFound(path);
         log.endList();
         return null;
     }
     AccessibilityHelper ah = null;
     int nnum = 0;
     int index = 0;
     string parentName = null;
     if (path.Prev != null) parentName = path.Prev.Name;
     foreach (AccessibilityHelper child in this)
     {
         if (child == null) continue;
         string logStr = "-> Child(" + (++nnum) + ") ('" + child.Role + "','" + child.Name + "')";
         if (path.Next != null && path.Next.Role == AccessibleRole.Alert) logStr += "NOT SUPPOSED TO BE VALUE!! val[" + child.Value + "]";
         log.listItem(logStr);
         if (MatchNameAndRole(path.Name, path.Role, child))
         { // this is a candidate for matching the path
             ++index; // the first one is 1
             if (path.Next != null)
             {  // This method won't allow for caller's visitors on candidate nodes until proved needed
                 TrackingVisitor tv = new TrackingVisitor(); // tv may need to open sub menus
                 if (tv != null) tv.visitNode(child); // add child to node list to visit later if this is the right path
                 ah = ValueOrChild(path.Next, child, tv);
                 if (ah != null)
                 {   // the subpath was matched to the end
                     if (path.VarId != null && path.VarId != "")
                     {  // Create and execute a variable to record the index
                         Var var = new Var();
                         var.Id = path.VarId;
                         var.Set = System.Convert.ToString(index); // 1 based count
                         var.Execute(); // puts the var in the TestState hash
                         // don't set path.Nth = index since it might change if the path is used again
                     }
                     // let the caller's visitor tend to all the path ah's
                     if (visitor != null)
                     {
                         if (tv != null) tv.StepDownPath(visitor);
                     }
                     log.endList();
                     return ah;
                 }
             }
         }
         else if (parentName != null && child.Role == AccessibleRole.Client && child.Name == parentName)
         { // try the client instead
             ah = child.SearchPathForIndex(path, visitor);
             if (ah != null)
             {
                 log.endList();
                 return ah; // found it
             }
         }
     }
     if (visitor != null) visitor.notFound(path);
     log.endList();
     return null;
 }
Example #41
0
        // When used in a do-once instruction, this call is repeated.
        // Note the code that keeps m_select from being appended to m_path more than once.
        public override void Execute()
        {
            base.Execute();
            PassFailInContext(m_onPass,m_onFail,out m_onPass,out m_onFail);
            Context con = (Context)Ancestor(typeof(Context));
            m_log.isNotNull(con, makeNameTag() + "Glimpse must occur in some context");
            AccessibilityHelper ah = con.Accessibility;
            m_log.isNotNull(ah, makeNameTag() + "Glimpse context not accessible");
            m_path   = Utilities.evalExpr(m_path);
            m_expect = Utilities.evalExpr(m_expect);

            /// Use the path or GUI Model or both
            if (m_select != null && m_select != "" && !m_doneOnce) {
                XmlPath node = SelectToPath(con, m_select); // process m_select
                m_path = node.Path + m_path;
                m_doneOnce = true;  // avoid adding to m_path again on subsequent do-once iterations
            }

            try { Application.Process.WaitForInputIdle(); }
            catch (Win32Exception e)
            {
                m_log.paragraph(makeNameTag() + " WaitForInputIdle: " + e.Message);
            }

            if (m_path != null && m_path != "")
            {
                GuiPath gpath = new GuiPath(m_path);
                m_log.isNotNull(makeNameTag() + gpath, "attribute path='" + m_path + "' not parsed");
                GlimpsePath(ah, gpath);
            }
                else m_log.fail(makeNameTag() + "attribute 'path' or 'select' must be set.");
            Logger.getOnly().result(this);
        }
Example #42
0
		// When used in a do-once instruction, this call is repeated.
		// Note the code that keeps m_select from being prepended to m_path more than once.
		public override void Execute()
		{
			base.Execute();
			if (m_path   != null && m_path   == "") m_path   = null;
			if (m_select != null && m_select == "") m_select = null;
			if (m_selectPath != null && m_selectPath == "") m_selectPath = null;
			if (m_names != null && m_names == "") m_names = null;
			// must have:
			// one of select or names to provide a list to check against
			// with names, one of path or selectPath to get the place to check in the GUI
			isTrue(m_select != null || m_names != null, makeNameTag() + " must have a 'names' or 'select' attribute.");
			if (m_names != null)
				isTrue(m_path != null || m_selectPath != null, makeNameTag() + " must have a 'path' or 'selectPath' attribute with 'names'.");
			Context con = (Context)Ancestor(typeof(Context));
			isNotNull(con, makeNameTag() + " must occur in some context");
			m_path = Utilities.evalExpr(m_path);
			m_selectPath = Utilities.evalExpr(m_selectPath);
			m_select = Utilities.evalExpr(m_select);
			// set the gui path from path or select
			if (m_select != null && !m_doneOnce)
			{  // set m_names and possibly m_path

				m_log.paragraph(makeNameTag() + " creating selection targets via " + m_select);
				XmlNodeList pathNodes = XmlInstructionBuilder.selectNodes(con, m_select, makeNameTag());
				isNotNull(pathNodes, makeNameTag() + " select='" + m_select + "' returned no model node");
				// The @select text may have selected a string that is itself xPath!
				// If so, select on that xPath
				if (pathNodes.Count == 1 && pathNodes.Item(0).NodeType == XmlNodeType.Text)
				{ // this text node should be an xpath statement
					string xPathImage = pathNodes.Item(0).Value;
					m_log.paragraph(makeNameTag() + " selected a text node with more XPATH: " + xPathImage);
					pathNodes = XmlInstructionBuilder.selectNodes(con, xPathImage, makeNameTag() + " selecting " + xPathImage);
					isNotNull(pathNodes, makeNameTag() + " selecting " + xPathImage + " from select='" + m_select + "' returned no model node");
				}
				if (pathNodes.Count >= 1)
				{ // there are some nodes - make a list
					m_names = null;
					foreach (XmlNode xname in pathNodes)
					{
						if (m_names == null)
						{
							if (m_path == null)
							{
								XmlPath xPath = new XmlPath(xname.ParentNode);
								m_path = xPath.Path;
							}
						}
						else m_names += "/";
						string name = XmlFiler.getAttribute(xname, "name");
						if (name == null || name == "") m_names += "#NONE";
						else m_names += name;
					}
				}
				m_doneOnce = true;
			}
			string sPath = "";
			if (m_selectPath != null && m_selectPath != "")
				sPath = SelectToPath(con, m_selectPath);
			m_path = sPath + m_path;
			GuiPath gpath = new GuiPath(m_path);
			isNotNull(gpath, makeNameTag() + " attribute path='" + m_path + "' not parsed");
			if (m_names != null) m_list = Utilities.ParsePath(m_names);
			PassFailInContext(m_onPass,m_onFail,out m_onPass,out m_onFail);
			AccessibilityHelper ah = con.Accessibility;
			isNotNull(ah, makeNameTag() + " context not accessible");
			//check to see if it is visible
			m_Result = false;
			ah = gpath.FindInGui(ah, null);
			if (ah != null) m_Result = GlimpseGUI(ah);
			Finished = true; // tell do-once it's done

			if ((m_onPass == "assert" && m_Result == true)
				||(m_onFail == "assert" && m_Result == false) )
			{
				if (m_message != null)
					fail(m_message.Read());
				else
					fail(makeNameTag() + " Result = '" + m_Result + "', on-pass='******', on-fail='" + m_onFail + "'");
			}
			Logger.getOnly().result(this);
		}
Example #43
0
 /// <summary>
 /// ValueOrChild determines if the ah's value should be macthed or
 /// if a child should be matched.
 /// </summary>
 /// <param name="nextGP">The next path step beyond this ah</param>
 /// <param name="ah">The accessibility object currently considered</param>
 /// <param name="visitor">null or the object providing methods that are called when steps are found.</param>
 /// <returns>An AccessibilityHelper if checking for a value, otherwise null</returns>
 public AccessibilityHelper ValueOrChild(GuiPath nextGP, AccessibilityHelper ah, IPathVisitor visitor)
 {
     bool result = false;
     if (nextGP.Role == AccessibleRole.Alert)
     { // check if the name is a regular expression
         if (nextGP.Name != null && nextGP.Name.StartsWith("rexp#"))
         {
             Regex rx = new Regex(nextGP.Name.Substring(5));
             result = rx.IsMatch(ah.Value);
             Logger.getOnly().paragraph("Path name reg exp " + nextGP.Name.Substring(5)
                 + " on " + ah.Value + " was " + result.ToString());
         }
         else result = nextGP.Name == ah.Value; // match the value to the next path's name
         if (!result)
         { // it didn't match, so the search failed
             if (visitor != null) visitor.notFound(nextGP);
             return null;
         }
     }
     if (result) return ah;
     return ah.SearchPath(nextGP, visitor); // continue on the path
 }
Example #44
0
		/// <summary>
		/// Glimpse one gui-path and return the result. If the expected value is not found,
		/// an assertion is raised.
		/// </summary>
		/// <param name="ah">Context accessibility helper, taken as the starting place for gpath.</param>
		/// <param name="gpath">The path through the GUI to the control.</param>
		/// <param name="expect">The expected value of the property for the control.</param>
		/// <returns></returns>
		bool GlimpsePath(AccessibilityHelper ah, GuiPath gpath, string expect)
		{
			m_Result = true;
			m_got = null;
			IPathVisitor visitor = null;
			ah = gpath.FindInGui(ah, visitor);
			m_Result = GlimpseGUI(ah, expect);
			if (m_Result) base.Finished = true; // teminates do-once
			if ((m_onPass == "assert" && m_Result == true)
				||(m_onFail == "assert" && m_Result == false) )
			{
				if (m_message != null && m_message.HasContent())
					fail(m_message.Read());
				else
				{
					string image = "Property [" + m_prop + "] was [" + m_got + "] expecting [" + m_expect + "] Result = '" + m_Result + "', on-pass='******', on-fail='" + m_onFail + "'";
					if (gpath != null)
						fail(image + " on gPath = " + gpath.toString());
					else
						fail(image);
				}
			}
			return m_Result;
		}
Example #45
0
		string HoverPath(AccessibilityHelper ah, GuiPath gpath)
		{
			ah = gpath.FindInGui(ah, this);
			visitNode(ah);
			return m_message;
		}
Example #46
0
        /// <summary>
        /// The search is almost breadth-first:
        /// The first step in the path is searched breath-first.
        /// Subsequent path steps are searched for depending on their content.
        /// The Accessibility helper representing the step is returned it is found and is the last step.
        /// Otherwise, the search continues with the next path step or if not found, null is returned.
        /// If the first step is found, the visitor is applied before continuing to the next step.
        /// </summary>
        /// <param name="path">The path to search. Each step in the path contains an
        /// Accessibility name and Accessibility role of the matching gui object.</param>
        /// <param name="visitor">null or the object providing methods that are called when steps are found.</param>
        /// <returns>A new <see cref="AccessibilityHelper"/> object that wraps the matched
        /// window.</returns>
        private AccessibilityHelper SearchPathByBreadth(GuiPath path, IPathVisitor visitor)
        {
            if (ChildCount <= 0 || path.Nth <= 0)
            {
                if (visitor != null) visitor.notFound(path);
                return null;
            }
            int place = path.Nth;
            Logger log = Logger.getOnly();
            log.startList("SearchPathByBreadth('" + path.toString() + "') starting from ('"
                + this.Role + "','" + this.Name + "')");
            ArrayList lists = new ArrayList(); // list of child lists
            ArrayList nodes = MakeChildList(this);
            lists.Add(nodes);
            // Examine the first node in the list, dropping it after examination
            // and adding its children to the end if prudent.
            int lnum = 0;
            while (lists.Count > 0)
            {
                int count = 0; // reset match count
                nodes = (ArrayList)lists[0];
                int nnum = 0; ++lnum;
                while (nodes.Count > 0)
                {
                    AccessibilityHelper ah = (AccessibilityHelper)nodes[0];
                    string logStr = "-> Child(" + lnum + ":" + (++nnum) + ") ('" + ah.Role + "','" + ah.Name + "')";
                    if (path.Next != null && path.Next.Role == AccessibleRole.Alert) logStr += "val[" + ah.Value + "]";
                    log.listItem(logStr);

                    if (MatchNameAndRole(path.Name, path.Role, ah))
                    { // this is the only way to return
                        if (++count >= place)
                        { // Found this step, keep stepping along the path
                            if (path.Next != null)
                            {
                                if (visitor != null) visitor.visitNode(ah); // allow processing of this ah by caller
                                ah = ValueOrChild(path.Next, ah, visitor);
                            }
                            log.endList();
                            return ah;
                        }
                    }
                    if (ah.m_fRealAccessibleObject && ah.ChildCount > 0)
                        lists.Add(MakeChildList(ah));
                    nodes.RemoveAt(0); // when 0 is removed, all indices slide down 1
                }
                lists.RemoveAt(0); // when 0 is removed, all indices slide down 1
            }
            if (visitor != null) visitor.notFound(path);
            log.endList();
            return null;
        }
Example #47
0
		// when all the instructions pass, do-once passes
		// otherwise it fails
		public override void Execute()
		{
			// Don't call the base execute method! - want control..
			// base.Execute();
			if (Number == -1) Number = TestState.getOnly().IncInstructionCount;
			m_log.mark(this);
			m_ExecuteTickCount = System.Environment.TickCount;

			PrepareChildren(); // base method to build child instructions

			// remove all wait times in this context, but only at the child level
			this.RemoveWaitTime();
			foreach (Instruction ins in m_components)
			{
				ins.RemoveWaitTime();
			}

			PassFailInContext(OnPass, OnFail, out m_onPass, out m_onFail);
			AccessibilityHelper m_ah = Accessibility;
			if (1 == m_logLevel)
				m_log.paragraph("Context is &quot;" + m_ah.Role + ":" + m_ah.Name + "&quot;");

			if (m_waitingFor != null && m_waitingFor != "")
				m_waitingFor = Utilities.evalExpr(m_waitingFor);

			int startTick = System.Environment.TickCount;

			m_log.paragraph(image());
			bool done = false;
			bool lastPass = false;	// used to allow 1 last pass over instructions after time is up
			while (!done)
			{
				CheckForErrorDialogs(true);
				// see if there are any cmds not finished
				done = true;	// start as if they're all done
				foreach (Instruction ins in m_components)
				{
					if (!ins.Finished)	// not already finished
					{
						// Don't assert onFail until it's the last pass (time is up)
						ins.DeferAssert = !lastPass;
						ins.Execute();
						if (!ins.Finished)	// still not finished
							done = false;
					}
				}
				m_Result = done;
				AccessibilityHelper ah = null;
				string title = null;
				if (m_waitingFor != null && m_waitingFor != "")
				{
					m_Result = false; // fail if the window is not found
					IntPtr foundHwndPtr = FindWindow(null,m_waitingFor);
					if ((int)foundHwndPtr != 0)
					{
						ah = new AccessibilityHelper(foundHwndPtr);
						// The ah constructor gets the topWindow if our window isn't found
						// Don't want that
						// ah = new AccessibilityHelper(m_waitingFor);

						// get the title, the ah.Name can be different.
						GuiPath path = new GuiPath("titlebar:NAMELESS");
						AccessibilityHelper ah1 = ah.SearchPath(path, null);
						if (ah1 != null)
							title = ah1.Value;
					}
				}
				if (ah != null) m_log.paragraph("do-once found window:"+ah.Name);
				if (title != null) m_log.paragraph("do-once found title:"+title);
				if (lastPass)
					done = true;
				if (title != null && title == m_waitingFor)
				{
					lastPass = true; // A window may appear a bit later
					m_Result = true;
				}

				// once time is up, allow finial pass over instructions allowing asserts as needed
				if (!lastPass)
					lastPass = Utilities.NumTicks(startTick, System.Environment.TickCount) > m_waitTicks;
			} // end of while loop

			Logger.getOnly().result(this);
			Finished = true; // tell do-once it's done

			if (m_onPass == "assert" && m_Result == true)
				fail("do-once accomplished its task(s) but was not supposed to.");
			if (m_onFail == "assert" && m_Result == false)
				fail("do-once did not accomplish all of its tasks.");
		}
Example #48
0
        /// <summary>
        /// Searches the path depth-first.
        /// Nth is not used - if it were, it could get a sibling, ancestor or child.
        /// </summary>
        /// <param name="path">The path to search. Each step in the path contains an
        /// Accessibility name and Accessibility role of the matching gui object.</param>
        /// <param name="visitor">null or the object providing methods that are called when steps are found.</param>
        /// <returns>A new <see cref="AccessibilityHelper"/> object that wraps the matched
        /// window.</returns>
        private AccessibilityHelper SearchPathByDepth(GuiPath path, IPathVisitor visitor)
        {
            Logger log = Logger.getOnly();
            log.startList("SearchPathByDepth('" + path.toString() + "') starting from ('"
                + this.Role + "','" + this.Name + "')");
            if (ChildCount <= 0)
            {
                if (visitor != null) visitor.notFound(path);
                return null;
            }
            AccessibilityHelper ah = null;
            // try the client first if there is one, but don't visit it
            AccessibilityHelper client = FindClient();
            if (client != null) ah = client.SearchPathByDepth(path, visitor);
            if (ah != null)
            {
                log.endList();
                return ah;
            }

            // Rats!! It wasn't below the client, the caller wants some system widget or something
            foreach (AccessibilityHelper child in this)
            {
                if (child == null || child.Equals(client))
                    continue;
                // does this object match?
                // treat name == "" and child.Name == null as a match
                // Note: a null string shows as "" in the debugger!
                log.startList("SearchPathByDepth('" + path.toString() + "') Child: ('"
                    + child.Role + "','" + child.Name + "')");
                if (MatchNameAndRole(path.Name, path.Role, child))
                {
                    if (path.Next != null)
                    {
                        if (visitor != null) visitor.visitNode(child); // allow processing of this ah by caller
                        log.endList();
                        return ValueOrChild(path.Next, child, visitor);
                    }
                }
                // if not a "real" object, a child takes on it's parent's
                // attributes, so it appears to have the same # of children.
                // The first child is always the first child, so you get
                // infinite recursion on it if you don't check "realness".
                if (child.m_fRealAccessibleObject && child.ChildCount > 0)
                {
                    // look through the child objects
                    ah = child.SearchPathByDepth(path, visitor);
                    if (ah != null)
                    {
                        if (path.Next != null)
                        {
                            if (visitor != null) visitor.visitNode(ah); // allow processing of this ah by caller
                            log.endList();
                            return ValueOrChild(path.Next, ah, visitor);
                        }
                        log.endList();
                        return ah;
                    }
                }
            }
            if (visitor != null) visitor.notFound(path);
            log.endList();
            return null;
        }
Example #49
0
        /// <summary>
        /// Checks for an open error window and closes it.
        /// This may close the application.
        /// Also, set doAssert to true if this test should terminate on finding one.
        /// </summary>
        /// <param name="doAssert">false when the test should not fail as when another test caused the error window.</param>
        protected void CheckForErrorDialogs(bool doAssert)
        {           // check for specific error dialogs
            // Try to get the ah for "An error has occurred" window
            // Log its info
            // Close the error window
            // Assert if directed to
            AccessibilityHelper ah = new AccessibilityHelper("An error has occurred");
            // This constructor returns the top window if it can't find the
            // one with the title
            // Even though the ah is not null, sometimes it can't get the name
            string name = "";

            if (ah != null && ah.Name == "An error has occurred")
            {             // this is really bad!
                string color = "green";
                m_log = Logger.getOnly();
                m_log.paragraph("Window: " + name);
                GuiPath             path   = new GuiPath("button:Exit the application");
                AccessibilityHelper ahExit = ah.SearchPath(path, null);
                if (ahExit == null)
                {
                    color  = "yellow";                    // can continue
                    path   = new GuiPath("button:Ok");
                    ahExit = ah.SearchPath(path, null);
                }
                if (ahExit == null)
                {
                    color = "unknown";
                }
                if (color == "green")
                {
                    m_log.paragraph("Found a green error window!");
                }
                if (color == "yellow")
                {
                    m_log.paragraph("Found a yellow error window! Continuing...");
                }
                if (color == "unknown")
                {
                    m_log.paragraph("Found an unknown error window!");
                }
                // write the error text to the log
                path = new GuiPath("window:NAMELESS[2]");
                AccessibilityHelper ahTextWin = ah.SearchPath(path, null);
                AccessibilityHelper ahText    = null;
                if (ahTextWin != null)
                {
                    path   = new GuiPath("text:NAMELESS[2]");
                    ahText = ah.SearchPath(path, null);
                }
                if (ahText != null)
                {
                    m_log.paragraph(ahText.Value);
                }
                else
                {
                    m_log.paragraph(@"Don't know where to get the message text from.");
                }
                if (color == "green" || color == "yellow")
                {
                    ahExit.SimulateClickRelative(10, 10);
                }
                if (doAssert && color == "green")
                {
                    fail("Got an error window!");
                }
                if (color == "unknown")
                {
                    Application.SendKeys(@"{ESC}");                     // exits error window but maybe not the app
                }
                if (doAssert && color == "unknown")
                {
                    fail("Closed the unknown error window.");
                }
                Thread.Sleep(20000);                 // if still alive, wait for things to calm down
            }
        }
Example #50
0
		public void findInGui()
		{
			Process m_proc = Process.Start(@"C:\WINDOWS\NOTEPAD.EXE");
			AccessibilityHelper m_ah;
			m_proc.WaitForInputIdle();
			while (Process.GetProcessById(m_proc.Id).MainWindowHandle == IntPtr.Zero)
				Thread.Sleep(100);
			m_proc.WaitForInputIdle();

			 SIL.FieldWorks.Common.Utils.

			Win32.SetForegroundWindow(m_proc.MainWindowHandle);
			m_ah = new AccessibilityHelper(m_proc.MainWindowHandle);

			AccessibilityHelper ah = null;
			GuiPath gpath = new GuiPath("menu:Help/menu:Help Topics");
			ah = gpath.FindInGui(m_ah, null);
			Assert.IsNotNull(ah,"'menu:Help/menu:Help Topics' Accessibility Helper not found");
			Assert.AreEqual("Help Topics",ah.Name,"'menu:Help/menu:Help Topics' menu item not found");
			Assert.AreEqual(AccessibleRole.MenuItem,ah.Role,"'menu:Help/menu:Help Topics' menu item role not found");
			try
			{
				m_proc.WaitForInputIdle();
				Win32.SetForegroundWindow(m_proc.MainWindowHandle);
				SendKeys.SendWait("%{F4}");
				m_proc.WaitForInputIdle();
				m_proc.WaitForExit();
			}
			catch
			{
			}
		}
Example #51
0
 /// <summary>
 /// Method to apply when a path node is not found.
 /// No path above it and none below will call this method;
 /// only the one not found.
 /// </summary>
 /// <param name="path">The path step last tried.</param>
 public void notFound(GuiPath path)
 {
     m_message = "Item '" + path.Role + ":" + path.Name + "' not found to click";
 }
Example #52
0
        // When used in a do-once instruction, this call is repeated.
        // Note the code that keeps m_select from being prepended to m_path more than once.
        public override void Execute()
        {
            base.Execute();
            if (m_path != null && m_path == "")
            {
                m_path = null;
            }
            if (m_select != null && m_select == "")
            {
                m_select = null;
            }
            if (m_selectPath != null && m_selectPath == "")
            {
                m_selectPath = null;
            }
            if (m_names != null && m_names == "")
            {
                m_names = null;
            }
            // must have:
            // one of select or names to provide a list to check against
            // with names, one of path or selectPath to get the place to check in the GUI
            m_log.isTrue(m_select != null || m_names != null, makeNameTag() + " must have a 'names' or 'select' attribute.");
            if (m_names != null)
            {
                m_log.isTrue(m_path != null || m_selectPath != null, makeNameTag() + " must have a 'path' or 'selectPath' attribute with 'names'.");
            }
            Context con = (Context)Ancestor(typeof(Context));

            m_log.isNotNull(con, makeNameTag() + " must occur in some context");
            m_path       = Utilities.evalExpr(m_path);
            m_selectPath = Utilities.evalExpr(m_selectPath);
            m_select     = Utilities.evalExpr(m_select);
            // set the gui path from path or select
            if (m_select != null && !m_doneOnce)
            {              // set m_names and possibly m_path
                m_log.paragraph(makeNameTag() + " creating selection targets via " + m_select);
                XmlNodeList pathNodes = Instructionator.selectNodes(con, m_select, makeNameTag());
                m_log.isNotNull(pathNodes, makeNameTag() + " select='" + m_select + "' returned no model node");
                // The @select text may have selected a string that is itself xPath!
                // If so, select on that xPath
                if (pathNodes.Count == 1 && pathNodes.Item(0).NodeType == XmlNodeType.Text)
                {                 // this text node should be an xpath statement
                    string xPathImage = pathNodes.Item(0).Value;
                    m_log.paragraph(makeNameTag() + " selected a text node with more XPATH: " + xPathImage);
                    pathNodes = Instructionator.selectNodes(con, xPathImage, makeNameTag() + " selecting " + xPathImage);
                    m_log.isNotNull(pathNodes, makeNameTag() + " selecting " + xPathImage + " from select='" + m_select + "' returned no model node");
                }
                if (pathNodes.Count >= 1)
                {                 // there are some nodes - make a list
                    m_names = null;
                    foreach (XmlNode xname in pathNodes)
                    {
                        if (m_names == null)
                        {
                            if (m_path == null)
                            {
                                XmlPath xPath = new XmlPath(xname.ParentNode);
                                m_path = xPath.Path;
                            }
                        }
                        else
                        {
                            m_names += "/";
                        }
                        string name = XmlFiler.getAttribute(xname, "name");
                        if (name == null || name == "")
                        {
                            m_names += "#NONE";
                        }
                        else
                        {
                            m_names += name;
                        }
                    }
                }
                m_doneOnce = true;                 // avoid adding to m_path again on subsequent do-once iterations
            }
            if (m_selectPath != null && m_selectPath != "")
            {
                XmlPath node = SelectToPath(con, m_selectPath);                 // process m_select
                m_path = node.Path + m_path;
            }

            GuiPath gpath = new GuiPath(m_path);

            m_log.isNotNull(gpath, makeNameTag() + " attribute path='" + m_path + "' not parsed");
            if (m_names != null)
            {
                m_list = Utilities.ParsePath(m_names);
            }
            PassFailInContext(m_onPass, m_onFail, out m_onPass, out m_onFail);
            AccessibilityHelper ah = con.Accessibility;

            m_log.isNotNull(ah, makeNameTag() + " context not accessible");
            //check to see if it is visible
            m_Result = false;

            try { Application.Process.WaitForInputIdle(); }
            catch (Win32Exception e)
            { m_log.paragraph(makeNameTag() + " WaitForInputIdle: " + e.Message);
              m_Result = false; }

            if (m_Result)
            {
                ah = gpath.FindInGui(ah, null);
            }
            if (ah != null)
            {
                m_Result = GlimpseGUI(ah);
            }
            Finished = true;             // tell do-once it's done

            if ((m_onPass == "assert" && m_Result == true) ||
                (m_onFail == "assert" && m_Result == false))
            {
                if (m_message != null)
                {
                    m_log.fail(m_message.Read());
                }
                else
                {
                    m_log.fail(makeNameTag() + " Result = '" + m_Result + "', on-pass='******', on-fail='" + m_onFail + "'");
                }
            }
            Logger.getOnly().result(this);
        }
Example #53
0
 /// <summary>
 /// Tries to find the target ah repeatedly for the "Wait" period
 /// </summary>
 /// <param name="ah"></param>
 /// <param name="gpath"></param>
 private void ClickPathUntilFound(AccessibilityHelper ah, GuiPath gpath)
 {
     string badPath = "";
     if (DoingOnce()) badPath = ClickPath(ah, gpath);
     else
     { // act as if it's being done once
         //IntPtr handle = (IntPtr)ah.HWnd; // get an updated ah based on its window handle
         bool done = false;
         while(!done && !m_finished)
         {
             //ah = new AccessibilityHelper((handle)); // refresh the context ah
             ah = new AccessibilityHelper(ah); // refresh the context ah
             if (ah == null) m_log.paragraph(makeNameTag() + "ClickPathUntilFound on " + gpath + " handled a null context");
             if (ah != null) badPath = ClickPath(ah, gpath);
             done = Utilities.NumTicks(m_ExecuteTickCount, System.Environment.TickCount) > m_until;
             System.Threading.Thread.Sleep(500); // try every half second
         }
         // if not clicked, it waited a long time on a bad path
         if (!m_finished) m_log.fail(makeNameTag() + badPath);
     }
 }
Example #54
0
 /// <summary>
 /// Checks for an open error window and closes it.
 /// This may close the application.
 /// Also, set doAssert to true if this test should terminate on finding one.
 /// </summary>
 /// <param name="doAssert">false when the test should not fail as when another test caused the error window.</param>
 protected void CheckForErrorDialogs(bool doAssert)
 {
     // check for specific error dialogs
     // Try to get the ah for "An error has occurred" window
     // Log its info
     // Close the error window
     // Assert if directed to
     AccessibilityHelper ah = new AccessibilityHelper("An error has occurred");
     // This constructor returns the top window if it can't find the
     // one with the title
     // Even though the ah is not null, sometimes it can't get the name
     string name = "";
     if (ah != null && ah.Name == "An error has occurred")
     { // this is really bad!
         string color = "green";
         m_log.paragraph("Window: " + name);
         GuiPath path = new GuiPath("button:Exit the application");
         AccessibilityHelper ahExit = ah.SearchPath(path, null);
         if (ahExit == null)
         {
             color = "yellow"; // can continue
             path = new GuiPath("button:Ok");
             ahExit = ah.SearchPath(path, null);
         }
         if (ahExit == null) color = "unknown";
         if (color == "green")   m_log.paragraph("Found a green error window!");
         if (color == "yellow")  m_log.paragraph("Found a yellow error window! Continuing...");
         if (color == "unknown") m_log.paragraph("Found an unknown error window!");
         // write the error text to the log
         path = new GuiPath("window:NAMELESS[2]");
         AccessibilityHelper ahTextWin = ah.SearchPath(path, null);
         AccessibilityHelper ahText = null;
         if (ahTextWin != null)
         {
             path = new GuiPath("text:NAMELESS[2]");
             ahText = ah.SearchPath(path, null);
         }
         if (ahText != null)
             m_log.paragraph(ahText.Value);
         else m_log.paragraph(@"Don't know where to get the message text from.");
         if (color == "green" || color == "yellow")
             ahExit.SimulateClickRelative(10,10);
         if (doAssert && color == "green")
             m_log.fail("Got an error window!");
         if (color == "unknown" && Application != null)
             Application.SendKeys(@"{ESC}"); // exits error window but maybe not the app
         if (doAssert && color == "unknown")
             m_log.fail("Closed the unknown error window.");
         Thread.Sleep(20000); // if still alive, wait for things to calm down
     }
 }