ocornut / imgui_test_engine

Dear ImGui Automation Engine & Test Suite
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cannot run the test case smoothly #59

Closed wangxinghui1 closed 2 months ago

wangxinghui1 commented 2 months ago

Hello, I am a coding beginner. I created a simple application using the imgui library and my example in the library. Then I wrote the test code according to the app_minimal example and initialized the test engine, but I still cannot run the test smoothly. Use case, do you have any other questions? Attached are my codes and pictures. ![Uploading 3.png…]()

// Dear ImGui: standalone example application for DirectX 11

// Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp

include "imgui.h"

include "imgui_impl_win32.h"

include "imgui_impl_dx11.h"

include

include

pragma comment(lib,"d3d11.lib")

include "imgui_test_engine/imgui_te_engine.h"

include "imgui_test_engine/imgui_te_ui.h"

extern void RegisterAppMinimalTests(ImGuiTestEngine engine); // Data static ID3D11Device g_pd3dDevice = nullptr; static ID3D11DeviceContext g_pd3dDeviceContext = nullptr; static IDXGISwapChain g_pSwapChain = nullptr; static bool g_SwapChainOccluded = false; static UINT g_ResizeWidth = 0, g_ResizeHeight = 0; static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;

// Forward declarations of helper functions bool CreateDeviceD3D(HWND hWnd); void CleanupDeviceD3D(); void CreateRenderTarget(); void CleanupRenderTarget(); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

// Main code int main(int, char**) { // Create application window //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);

// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
    CleanupDeviceD3D();
    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
    return 1;
}

// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);

// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls

// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();

// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);

// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);

// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 初始化测试引擎
ImGuiTestEngine* engine = ImGuiTestEngine_CreateContext();
ImGuiTestEngineIO& test_io = ImGuiTestEngine_GetIO(engine);

// 设置测试引擎选项
test_io.ConfigVerboseLevel = ImGuiTestVerboseLevel_Info;
test_io.ConfigVerboseLevelOnError = ImGuiTestVerboseLevel_Debug;
test_io.ConfigRunSpeed = ImGuiTestRunSpeed_Cinematic; // 如果需要,可以调整测试速度
// Start test engine
ImGuiTestEngine_Start(engine, ImGui::GetCurrentContext());
ImGuiTestEngine_InstallDefaultCrashHandler();
RegisterAppMinimalTests(engine);
// Main loop
bool done = false;
while (!done)
{
    // Poll and handle messages (inputs, window resize, etc.)
    // See the WndProc() function below for our to dispatch events to the Win32 backend.
    MSG msg;
    while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
    {
        ::TranslateMessage(&msg);
        ::DispatchMessage(&msg);
        if (msg.message == WM_QUIT)
            done = true;
    }
    if (done)
        break;

    // Handle window being minimized or screen locked
    if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
    {
        ::Sleep(10);
        continue;
    }
    g_SwapChainOccluded = false;

    // Handle window resize (we don't resize directly in the WM_SIZE handler)
    if (g_ResizeWidth != 0 && g_ResizeHeight != 0)
    {
        CleanupRenderTarget();
        g_pSwapChain->ResizeBuffers(0, g_ResizeWidth, g_ResizeHeight, DXGI_FORMAT_UNKNOWN, 0);
        g_ResizeWidth = g_ResizeHeight = 0;
        CreateRenderTarget();
    }

    // Start the Dear ImGui frame
    ImGui_ImplDX11_NewFrame();
    ImGui_ImplWin32_NewFrame();
    ImGui::NewFrame();

    // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
    if (show_demo_window)
        ImGui::ShowDemoWindow(&show_demo_window);

    // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
    {
        static float f = 0.0f;
        static int counter = 0;

        ImGui::Begin("Hello, worldshut!");                          // Create a window called "Hello, world!" and append into it.

        ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
        ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
        ImGui::Checkbox("Another Window", &show_another_window);

        ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
        ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

        if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
            counter++;
        ImGui::SameLine();
        ImGui::Text("counter = %d", counter);

        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
        ImGui::End();
    }

    // 3. Show another simple window.
    if (show_another_window)
    {
        ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
        ImGui::Text("Hello from another window!");
        if (ImGui::Button("Close Me"))
            show_another_window = false;
        ImGui::End();
    }
    ImGuiTestEngine_ShowTestEngineWindows(engine, NULL);
    // Rendering
    ImGui::Render();
    const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
    g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
    g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
    ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
    ImGuiTestEngine_PostSwap(engine);
    // Present
    HRESULT hr = g_pSwapChain->Present(1, 0);   // Present with vsync
    //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
    g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
}

// Cleanup
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();

CleanupDeviceD3D();
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
ImGuiTestEngine_Stop(engine);
ImGuiTestEngine_DestroyContext(engine);
return 0;

}

// Helper functions

bool CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 2; sd.BufferDesc.Width = 0; sd.BufferDesc.Height = 0; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
    res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
if (res != S_OK)
    return false;

CreateRenderTarget();
return true;

}

void CleanupDeviceD3D() { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } }

void CreateRenderTarget() { ID3D11Texture2D* pBackBuffer; g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView); pBackBuffer->Release(); }

void CleanupRenderTarget() { if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; } }

// Forward declare message handler from imgui_impl_win32.cpp extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

// Win32 message handler // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true;

switch (msg)
{
case WM_SIZE:
    if (wParam == SIZE_MINIMIZED)
        return 0;
    g_ResizeWidth = (UINT)LOWORD(lParam); // Queue resize
    g_ResizeHeight = (UINT)HIWORD(lParam);
    return 0;
case WM_SYSCOMMAND:
    if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
        return 0;
    break;
case WM_DESTROY:
    ::PostQuitMessage(0);
    return 0;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);

}

// dear imgui // Demo Tests demonstrating the Dear ImGui Test Engine

define IMGUI_DEFINE_MATH_OPERATORS

include "imgui.h"

include "imgui_internal.h"

include "imgui_test_engine/imgui_te_context.h"

include "imgui_test_engine/imgui_capture_tool.h"

void RegisterAppMinimalTests(ImGuiTestEngine e) { ImGuiTest t = NULL;

    t = IM_REGISTER_TEST(e, "demo_tests", "test1");
//testpingmianct
//ImGuiTest* test = IM_REGISTER_TEST(e, "demo_test", "test1");
t->TestFunc = [](ImGuiTestContext* ctx)
    {
        ctx->SetRef("//Window");
        ctx->ItemClick("Dear ImGui Test Engine");
        ctx->ItemClick("Dear ImGui Demo");
        ctx->ItemOpen("Window options"); // Optional as ItemCheck("Node/Checkbox") can do it automatically
        ctx->ItemCheck("Window options/No menu");
        ctx->ItemUncheck("Window options/No menu");
    };

}

ocornut commented 2 months ago

Hello, you are missing pictures and not explaining what is happening and what is not working. Please read Contributing Guidelines in main imgui repo to ensure your questions are well formulated.

wangxinghui1 commented 2 months ago

problem has been solved