Files
phantom b09795ccff Implement stable serialization and restoration for dock layouts, including auto-hidden and floating panels
- Add `persistence.rs` for stable serialization of dock layouts without runtime identifiers.
- Introduce `preview.rs` for geometry handling of dock drop previews.
- Create `sizing.rs` to manage content-aware sizing policies and constraint solving for dock panels.
- Implement `welcome.rs` to provide a welcome surface when no documents are open, featuring New and Open actions.
2026-07-16 22:10:22 +03:00

279 lines
8.8 KiB
Rust

//! Golden Visual Regression Test Harness
//!
//! Purpose:
//! Port v3's deterministic golden hash concept to v4 through the public Engine API boundary.
//! These tests validate that Engine output remains deterministic and pixel-perfect across changes.
//!
//! Design:
//! - Uses only `hcie_engine_api::Engine` public API (no internal crate access)
//! - Creates deterministic canvases, layers, colors, vector shapes, brush strokes, filters
//! - Hashes `engine.get_composite_pixels()` with SHA-256
//! - Compares against inline golden hashes
//!
//! Regeneration:
//! Set `HCIE_REGEN_GOLDENS=1` to print computed hashes after test verification.
//!
//! Golden cases:
//! - white_canvas_empty_document: validates blank document/composite baseline
//! - green_rect_draw_and_composite: validates draw_filled_rect_rgba
//! - red_rect_over_green_rect: validates layer compositing order
//! - vector_rect_golden: validates vector rendering through Engine API
//! - brush_stroke_golden: validates brush engine + draw pipeline
//! - invert_filter_golden: validates filter pipeline and deterministic output
//! - undo_after_rect_golden: validates history snapshot and restoration
use hcie_engine_api::Engine;
use hcie_engine_api::{BrushStyle, BrushTip, VectorShape};
use sha2::{Digest, Sha256};
/// Compute SHA-256 hash of pixel buffer for golden comparison.
fn hash_pixels(pixels: &[u8]) -> String {
let mut hasher = Sha256::new();
hasher.update(pixels);
format!("{:x}", hasher.finalize())
}
/// Test: White canvas, empty document baseline.
/// Validates that a blank document produces deterministic all-white/transparent RGBA output.
#[test]
fn white_canvas_empty_document() {
let mut engine = Engine::new(8, 8);
let pixels = engine.get_composite_pixels();
// Engine::new creates a transparent document by default
assert_eq!(pixels.len(), 8 * 8 * 4, "Canvas size mismatch");
// Transparent pixels: alpha = 0
for i in (0..pixels.len()).step_by(4) {
assert_eq!(pixels[i + 3], 0, "Alpha channel should be 0 (transparent)");
}
assert_eq!(
hash_pixels(&pixels),
"5341e6b2646979a70e57653007a1f310169421ec9bdd9f1a5648f75ade005af1"
);
}
/// Test: Green rectangle draw and composite.
/// Validates `draw_filled_rect_rgba` produces deterministic output.
#[test]
fn green_rect_draw_and_composite() {
let mut engine = Engine::new(16, 16);
engine.draw_filled_rect_rgba(4, 4, 12, 12, [0, 255, 0, 255]);
let pixels = engine.get_composite_pixels();
assert_eq!(pixels.len(), 16 * 16 * 4);
// Check center pixel is green
let center_idx = (8 * 16 + 8) * 4;
assert_eq!(pixels[center_idx], 0);
assert_eq!(pixels[center_idx + 1], 255);
assert_eq!(pixels[center_idx + 2], 0);
assert_eq!(pixels[center_idx + 3], 255);
assert_eq!(
hash_pixels(&pixels),
"01b9681b08e6d9bafd568f110f0656613c7447c667fda4af9350d705dadc758a"
);
}
/// Test: Red rectangle over green rectangle.
/// Validates layer compositing order with two layers.
#[test]
fn red_rect_over_green_rect() {
let mut engine = Engine::new(16, 16);
// Bottom layer: green rect
let green_id = engine.add_layer("green");
engine.set_active_layer(green_id);
engine.draw_filled_rect_rgba(2, 2, 14, 14, [0, 255, 0, 255]);
// Top layer: red rect
let red_id = engine.add_layer("red");
engine.set_active_layer(red_id);
engine.draw_filled_rect_rgba(6, 6, 10, 10, [255, 0, 0, 255]);
let pixels = engine.get_composite_pixels();
assert_eq!(pixels.len(), 16 * 16 * 4);
// Center pixel should be red (top layer wins)
let center_idx = (8 * 16 + 8) * 4;
assert_eq!(pixels[center_idx], 255);
assert_eq!(pixels[center_idx + 1], 0);
assert_eq!(pixels[center_idx + 2], 0);
assert_eq!(
hash_pixels(&pixels),
"c893ae44fb82ff080e286a6625389fef843ac60e82cdb4d7dde8c7975bbae750"
);
}
/// Test: Vector shape rendering.
/// Validates vector shapes are rendered deterministically through Engine API.
#[test]
fn vector_rect_golden() {
let mut engine = Engine::new(16, 16);
let shape = VectorShape::Rect {
x1: 0.0,
y1: 0.0,
x2: 16.0,
y2: 16.0,
stroke: 1.0,
color: [255, 0, 0, 255],
fill_color: [255, 0, 0, 255],
fill: true,
radius: 0.0,
angle: 0.0,
opacity: 1.0,
hardness: 1.0,
};
engine.add_vector_shape(shape);
let pixels = engine.get_composite_pixels();
assert_eq!(pixels.len(), 16 * 16 * 4);
// Verify at least one red pixel (vector rect was drawn)
let has_red = pixels
.chunks(4)
.any(|p| p[0] == 255 && p[1] == 0 && p[2] == 0);
assert!(has_red, "Vector rect should contain red pixels");
assert_eq!(
hash_pixels(&pixels),
"71205eb7a329a3ead670c77eee185c0fbeb612f7a2b3d6aadbe2af4f9276b60d"
);
}
/// Test: Brush stroke rendering.
/// Validates brush engine + draw pipeline produces deterministic output.
#[test]
fn brush_stroke_golden() {
let mut engine = Engine::new(16, 16);
let brush = BrushTip {
style: BrushStyle::Round,
size: 4.0,
opacity: 1.0,
hardness: 1.0,
spacing: 0.1,
..Default::default()
};
engine.set_brush_tip(brush);
engine.begin_stroke(engine.active_layer_id(), 8.0, 8.0);
engine.stroke_to(engine.active_layer_id(), 12.0, 12.0, 1.0);
engine.end_stroke(engine.active_layer_id());
let pixels = engine.get_composite_pixels();
assert_eq!(pixels.len(), 16 * 16 * 4);
// Brush stroke should produce non-white pixels
let has_non_white = pixels.iter().any(|&p| p < 255);
assert!(
has_non_white,
"Brush stroke should produce non-white pixels"
);
assert_eq!(
hash_pixels(&pixels),
"e97f0dd89644a40cd4d16b7440576265761849c45180fd4dece66b4f709fa087"
);
}
/// Test: Invert filter.
/// Validates filter pipeline produces deterministic output.
#[test]
fn invert_filter_golden() {
let mut engine = Engine::new(8, 8);
engine.draw_filled_rect_rgba(0, 0, 8, 8, [100, 150, 200, 255]);
engine.apply_filter("invert", serde_json::json!({}));
let pixels = engine.get_composite_pixels();
assert_eq!(pixels.len(), 8 * 8 * 4);
// Center pixel should be inverted
let idx = (4 * 8 + 4) * 4;
assert_eq!(pixels[idx], 155); // 255 - 100
assert_eq!(pixels[idx + 1], 105); // 255 - 150
assert_eq!(pixels[idx + 2], 55); // 255 - 200
assert_eq!(
hash_pixels(&pixels),
"35490247d911e119aeae86afa584459b47b853262afde75f832521a738bb069f"
);
}
/// Test: Undo after rectangle.
/// Validates history snapshot and restoration works correctly.
#[test]
fn undo_after_rect_golden() {
let mut engine = Engine::new(8, 8);
// Initial state: transparent
let before = hash_pixels(&engine.get_composite_pixels());
// Draw green rect
engine.draw_filled_rect_rgba(2, 2, 6, 6, [0, 255, 0, 255]);
// Undo
engine.undo();
let after = hash_pixels(&engine.get_composite_pixels());
// After undo, should match initial state
assert_eq!(before, after, "Undo should restore original canvas state");
}
/// Test: Vector fill toggle and delete.
/// Validates that set_vector_shape_fill and delete_vector_shape work correctly.
#[test]
fn vector_fill_toggle_and_delete() {
let mut engine = Engine::new(16, 16);
// Create a rect with fill=false
let shape = VectorShape::Rect {
x1: 2.0,
y1: 2.0,
x2: 14.0,
y2: 14.0,
stroke: 1.0,
color: [255, 0, 0, 255],
fill_color: [0, 0, 255, 255],
fill: false,
radius: 0.0,
angle: 0.0,
opacity: 1.0,
hardness: 1.0,
};
engine.add_vector_shape(shape);
let layer_id = engine.active_layer_id();
// Verify fill is initially false
let shapes = engine.active_vector_shapes().unwrap();
assert_eq!(
shapes[0].fill(),
Some(false),
"fill should be false initially"
);
// Toggle fill ON
engine.set_vector_shape_fill(layer_id, 0, true);
let shapes = engine.active_vector_shapes().unwrap();
assert_eq!(
shapes[0].fill(),
Some(true),
"fill should be true after toggle"
);
// Verify composite pixels contain blue fill
let pixels = engine.get_composite_pixels();
let has_blue = pixels
.chunks(4)
.any(|p| p[2] == 255 && p[0] == 0 && p[1] == 0 && p[3] > 0);
assert!(has_blue, "should have blue fill pixels after enabling fill");
// Toggle fill OFF
engine.set_vector_shape_fill(layer_id, 0, false);
let shapes = engine.active_vector_shapes().unwrap();
assert_eq!(
shapes[0].fill(),
Some(false),
"fill should be false after toggling off"
);
// Delete the shape
engine.delete_vector_shape(layer_id, 0);
let shapes = engine.active_vector_shapes().unwrap();
assert!(shapes.is_empty(), "shapes should be empty after delete");
}