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| #!/usr/bin/env python3 | |
| """NAVIGATION lane — surface REACHABILITY + back-stack integrity for Vector Pinball. | |
| This lane is the SOLE owner of jump_kind="reach" and of the depth>=2 chains. Every | |
| jump is proven with and_reach(before, after, target, source): the TARGET surface's | |
| discriminating element APPEARED *and* the SOURCE surface's element DISAPPEARED — a | |
| screen that was in the dump all along was never reached. Back navigation is proven | |
| the same way (the surface you left is gone, the one you returned to is back), and the | |
| deep chains unwind hop-by-hop with and_back(). | |
| The playfield + score are canvas/GL views that never reach the view tree, so the five | |
| VLM records assert canvas-only ARRIVAL end-states (gameplay field shown, paused overlay | |
| atop field, the two AlertDialogs, a different table after next). Everything else is | |
| tree-observable and stays a rule assertion. | |
| """ | |
| import os | |
| import sys | |
| sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) | |
| from android_testgen_kit import * # noqa: F403,E402 | |
| RESULTS = RESULTS_DIR | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # Depth-family helpers (the and_reach_* / and_enter_* NAME is what the depth audit | |
| # looks for; each returns the (before, after) surface snapshots it observed so the | |
| # caller can build its own reach verdict, or already carries a proven reach). | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def and_reach_menu(): | |
| """Fresh launch -> main menu (game NOT in progress). depth 0 entry point.""" | |
| restart_app() | |
| wait_for_foreground(10) | |
| return ui() | |
| def and_reach_preferences(): | |
| """Main menu -> Preferences activity. Returns (before, after) snapshots.""" | |
| before_nodes = and_reach_menu() | |
| before = and_showing(before_nodes) | |
| tap_node(node_by_id(before_nodes, "preferencesButton")) | |
| settle("tap") | |
| after_nodes = ui() | |
| and_enter("Preferences") | |
| return before, and_showing(after_nodes), after_nodes | |
| def and_reach_about(): | |
| """Main menu -> About activity. Returns (before, after) snapshots.""" | |
| before_nodes = and_reach_menu() | |
| before = and_showing(before_nodes) | |
| tap_node(node_by_id(before_nodes, "aboutButton")) | |
| settle("tap") | |
| after_nodes = ui() | |
| and_enter("About") | |
| return before, and_showing(after_nodes) | |
| def and_reach_highscores(): | |
| """Main menu -> High Scores panel (panel swap, same activity).""" | |
| before_nodes = and_reach_menu() | |
| before = and_showing(before_nodes) | |
| tap_node(node_by_id(before_nodes, "highScoreButton")) | |
| settle("tap") | |
| after_nodes = ui() | |
| and_enter("HighScores") | |
| return before, and_showing(after_nodes), after_nodes | |
| def and_reach_gameplay(): | |
| """Main menu -> gameplay (buttonPanel gone, pauseIcon shown). depth 1.""" | |
| before_nodes = and_reach_menu() | |
| before = and_showing(before_nodes) | |
| tap_node(node_by_id(before_nodes, "startGameButton")) | |
| settle("tap") | |
| settle("tap") | |
| after_nodes = ui() | |
| ok = and_reach(before, and_showing(after_nodes), "pauseIcon", "buttonPanel") | |
| if ok: | |
| and_enter("Gameplay") | |
| return ok, after_nodes | |
| def and_reach_paused_via_icon(): | |
| """menu -> gameplay -> paused (tap pauseIcon). depth 2. Returns (ok, nodes).""" | |
| ok, game_nodes = and_reach_gameplay() | |
| if not ok: | |
| return False, game_nodes | |
| before = and_showing(game_nodes) | |
| tap_node(node_by_id(game_nodes, "pauseIcon")) | |
| settle("tap") | |
| paused_nodes = ui() | |
| reached = and_reach(before, and_showing(paused_nodes), "RESUME GAME", "pauseIcon") | |
| if reached: | |
| and_enter("Paused") | |
| return reached, paused_nodes | |
| def and_reach_gamespeed_dialog(): | |
| """menu -> prefs -> Game speed dialog. depth 2. Returns (ok, before, after).""" | |
| _b, _prefs, prefs_nodes = and_reach_preferences() | |
| row = find_node(prefs_nodes, text="Game speed") | |
| if row is None: | |
| return False, set(), set() | |
| before = and_showing(prefs_nodes) | |
| tap_node(row) | |
| settle("tap") | |
| after = and_showing() | |
| ok = and_reach(before, after, "Fast", "Sound") | |
| if ok: | |
| and_enter("GameSpeedDialog") | |
| return ok, before, after | |
| def and_reach_linewidth_dialog(): | |
| """menu -> prefs -> Line width dialog. depth 2. Returns (ok, before, after).""" | |
| _b, _prefs, prefs_nodes = and_reach_preferences() | |
| row = find_node(prefs_nodes, text="Line width") or scroll_into_view("Line width") | |
| prefs_nodes = ui() | |
| row = find_node(prefs_nodes, text="Line width") | |
| if row is None: | |
| return False, set(), set() | |
| before = and_showing(prefs_nodes) | |
| tap_node(row) | |
| settle("tap") | |
| after = and_showing() | |
| ok = and_reach(before, after, "OK", "Sound") | |
| if ok: | |
| and_enter("LineWidthDialog") | |
| return ok, before, after | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # (A) Top-level destinations — one hop each (depth 1, reach) | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def test_reach_preferences(): | |
| if not device_online(): | |
| record("nav_reach_preferences", False, | |
| "setup_failed: device offline", depth=1, jump_kind="reach", | |
| expect="Preferences activity shown") | |
| return | |
| before, after, _n = and_reach_preferences() | |
| ok = and_reach(before, after, "Sound", "START GAME") | |
| record("nav_reach_preferences", ok, | |
| "" if ok else "feature_missing: Preferences did not open (Sound row absent or menu still shown)", | |
| depth=1, jump_kind="reach", | |
| expect="Preferences: Sound row appeared; main-menu START GAME gone") | |
| def test_reach_about(): | |
| before, after = and_reach_about() | |
| # aboutTextView's node_key is its long text; match a stable substring inside it. | |
| ok = and_reach(before, after, "Brian Nenninger", "START GAME") | |
| record("nav_reach_about", ok, | |
| "" if ok else "feature_missing: About did not open (about text absent or menu still shown)", | |
| depth=1, jump_kind="reach", | |
| expect="About: aboutTextView (with 'Brian Nenninger') appeared; START GAME gone") | |
| def test_reach_highscores(): | |
| before, after, _n = and_reach_highscores() | |
| ok = and_reach(before, after, "OK", "START GAME") | |
| record("nav_reach_highscores", ok, | |
| "" if ok else "feature_missing: High Scores panel did not open (OK button absent or menu still shown)", | |
| depth=1, jump_kind="reach", | |
| expect="High Scores: hideHighScoreButton (OK) appeared; START GAME gone") | |
| def test_reach_gameplay(): | |
| ok, _n = and_reach_gameplay() | |
| record("nav_reach_gameplay", ok, | |
| "" if ok else "behavior_wrong: Start Game did not enter gameplay (pauseIcon absent or buttonPanel still present)", | |
| depth=1, jump_kind="reach", | |
| expect="Gameplay: pauseIcon appeared; menu buttonPanel gone") | |
| vlm_assert("nav_reach_gameplay", | |
| "Is the pinball playfield (a large vector line drawing with colored " | |
| "circular bumpers) now fully visible with NO grey menu panel of buttons " | |
| "overlaying its center?", | |
| RESULTS, depth=1, jump_kind="reach", tag="layout") | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # (B) Back navigation from each destination (reach back, depth 1) | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def test_highscores_ok_returns_to_menu(): | |
| _b, _panel, panel_nodes = and_reach_highscores() | |
| ok_btn = node_by_id(panel_nodes, "hideHighScoreButton") | |
| if ok_btn is None: | |
| record("nav_highscores_ok_back", False, | |
| "setup_failed: High Scores panel/OK button not reached", depth=1, | |
| jump_kind="reach", expect="menu restored after tapping OK") | |
| return | |
| before = and_showing(panel_nodes) | |
| tap_node(ok_btn) | |
| settle("tap") | |
| after = and_showing() | |
| ok = and_reach(before, after, "START GAME", "OK") | |
| record("nav_highscores_ok_back", ok, | |
| "" if ok else "behavior_wrong: OK did not return to the main menu (START GAME absent or OK still shown)", | |
| depth=1, jump_kind="reach", | |
| expect="menu START GAME back; panel OK button gone") | |
| def test_highscores_back_key_closes_panel(): | |
| _b, _panel, panel_nodes = and_reach_highscores() | |
| if node_by_id(panel_nodes, "hideHighScoreButton") is None: | |
| record("nav_highscores_key_back", False, | |
| "setup_failed: High Scores panel not reached", depth=1, | |
| jump_kind="reach", expect="menu restored after BACK; app foreground") | |
| return | |
| before = and_showing(panel_nodes) | |
| and_back() # BACK pops the panel | |
| after = and_showing() | |
| fg = is_app_foreground() | |
| ok = fg and and_reach(before, after, "START GAME", "OK") | |
| record("nav_highscores_key_back", ok, | |
| "" if ok else "behavior_wrong: BACK did not close High Scores back to menu (or app left foreground)", | |
| depth=1, jump_kind="reach", | |
| expect="menu START GAME back; panel OK gone; app still foreground") | |
| def test_preferences_back_to_menu(): | |
| _b, prefs, _n = and_reach_preferences() | |
| if not any("Sound" in k for k in prefs): | |
| record("nav_preferences_back", False, | |
| "setup_failed: Preferences not reached", depth=1, jump_kind="reach", | |
| expect="menu restored after BACK from Preferences") | |
| return | |
| and_back() # BACK leaves the Preferences activity | |
| after = and_showing() | |
| fg = is_app_foreground() | |
| ok = fg and and_reach(prefs, after, "START GAME", "Sound") | |
| record("nav_preferences_back", ok, | |
| "" if ok else "behavior_wrong: BACK from Preferences did not restore the main menu", | |
| depth=1, jump_kind="reach", | |
| expect="menu START GAME back; Preferences Sound row gone; app foreground") | |
| def test_about_back_to_menu(): | |
| before, about = and_reach_about() | |
| if not any("Brian Nenninger" in k for k in about): | |
| record("nav_about_back", False, | |
| "setup_failed: About not reached", depth=1, jump_kind="reach", | |
| expect="menu restored after BACK from About") | |
| return | |
| and_back() # BACK leaves the About activity | |
| after = and_showing() | |
| fg = is_app_foreground() | |
| ok = fg and and_reach(about, after, "START GAME", "Brian Nenninger") | |
| record("nav_about_back", ok, | |
| "" if ok else "behavior_wrong: BACK from About did not restore the main menu", | |
| depth=1, jump_kind="reach", | |
| expect="menu START GAME back; about text gone; app foreground") | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # (C) State-machine transitions treated as reach — depth 2 (gameplay is depth 1; | |
| # the paused menu / resume / end are one hop deeper) | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def test_pause_via_icon(): | |
| ok, _n = and_reach_paused_via_icon() | |
| record("nav_pause_via_icon", ok, | |
| "" if ok else "behavior_wrong: tapping pauseIcon did not open the paused menu (RESUME GAME absent or pauseIcon still shown)", | |
| depth=2, jump_kind="reach", | |
| expect="Paused: RESUME GAME appeared; pauseIcon gone") | |
| def test_pause_via_score_area(): | |
| ok_game, game_nodes = and_reach_gameplay() | |
| if not ok_game: | |
| record("nav_pause_via_score", False, | |
| "setup_failed: gameplay not reached", depth=2, jump_kind="reach", | |
| expect="Paused menu via score-area tap") | |
| vlm_assert("nav_pause_via_score", | |
| "Is a vertical menu of grey buttons (with RESUME GAME at the top) " | |
| "shown overlaying the pinball playfield?", | |
| RESULTS, depth=2, jump_kind="reach", tag="layout") | |
| return | |
| score = node_by_id(game_nodes, "scoreView") | |
| before = and_showing(game_nodes) | |
| tap_node(score) | |
| settle("tap") | |
| after = and_showing() | |
| ok = and_reach(before, after, "RESUME GAME", "pauseIcon") | |
| if ok: | |
| and_enter("Paused") | |
| record("nav_pause_via_score", ok, | |
| "" if ok else "behavior_wrong: tapping the score area did not open the paused menu", | |
| depth=2, jump_kind="reach", | |
| expect="Paused: RESUME GAME appeared; pauseIcon gone") | |
| vlm_assert("nav_pause_via_score", | |
| "Is a vertical menu of grey buttons (with RESUME GAME at the top) " | |
| "shown overlaying the pinball playfield?", | |
| RESULTS, depth=2, jump_kind="reach", tag="layout") | |
| def test_resume_returns_to_game(): | |
| ok_p, paused_nodes = and_reach_paused_via_icon() | |
| resume = node_by_id(paused_nodes, "resumeGameButton") if ok_p else None | |
| if resume is None: | |
| record("nav_resume_to_game", False, | |
| "setup_failed: paused menu / resume button not reached", depth=2, | |
| jump_kind="reach", expect="gameplay restored after Resume") | |
| return | |
| before = and_showing(paused_nodes) | |
| tap_node(resume) | |
| settle("tap") | |
| after = and_showing() | |
| ok = and_reach(before, after, "pauseIcon", "RESUME GAME") | |
| record("nav_resume_to_game", ok, | |
| "" if ok else "behavior_wrong: Resume did not return to gameplay (pauseIcon absent or RESUME GAME still shown)", | |
| depth=2, jump_kind="reach", | |
| expect="gameplay pauseIcon back; paused RESUME GAME gone") | |
| def test_endgame_returns_to_fresh_menu(): | |
| ok_p, paused_nodes = and_reach_paused_via_icon() | |
| end = node_by_id(paused_nodes, "endGameButton") if ok_p else None | |
| if end is None: | |
| record("nav_endgame_to_menu", False, | |
| "setup_failed: paused menu / End Game button not reached", depth=2, | |
| jump_kind="reach", expect="fresh main menu after End Game") | |
| return | |
| before = and_showing(paused_nodes) | |
| tap_node(end) | |
| settle("tap") | |
| settle("tap") | |
| after_nodes = ui() | |
| after = and_showing(after_nodes) | |
| # Fresh menu is discriminated from the paused menu by START GAME + selectTableRow | |
| # reappearing while RESUME GAME leaves. | |
| ok = (and_reach(before, after, "START GAME", "RESUME GAME") | |
| and node_by_id(after_nodes, "selectTableRow") is not None) | |
| record("nav_endgame_to_menu", ok, | |
| "" if ok else "behavior_wrong: End Game did not restore the fresh main menu (START GAME/selectTableRow absent or RESUME GAME still shown)", | |
| depth=2, jump_kind="reach", | |
| expect="fresh menu START GAME + selectTableRow back; paused RESUME GAME gone") | |
| def test_back_during_game_pauses(): | |
| ok_game, game_nodes = and_reach_gameplay() | |
| if not ok_game: | |
| record("nav_back_during_game", False, | |
| "setup_failed: gameplay not reached", depth=2, jump_kind="reach", | |
| expect="paused menu after BACK during gameplay; app foreground") | |
| return | |
| before = and_showing(game_nodes) | |
| and_back() # custom back: pauses instead of exiting | |
| after = and_showing() | |
| fg = is_app_foreground() | |
| ok = fg and and_reach(before, after, "RESUME GAME", "pauseIcon") | |
| record("nav_back_during_game", ok, | |
| "" if ok else "behavior_wrong: BACK during gameplay did not pause (RESUME GAME absent, pauseIcon still shown, or app exited)", | |
| depth=2, jump_kind="reach", | |
| expect="paused RESUME GAME appeared; pauseIcon gone; app still foreground") | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # (D) DEEP CHAINS — menu -> prefs -> dialog (depth 2 reach) + hop-by-hop back-stack | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def test_gamespeed_dialog_opens(): | |
| ok, _before, _after = and_reach_gamespeed_dialog() | |
| record("nav_gamespeed_dialog", ok, | |
| "" if ok else "feature_missing: Game speed dialog did not open (Fast option absent or prefs list still shown)", | |
| depth=2, jump_kind="reach", | |
| expect="Game speed dialog: 'Fast' option appeared; prefs Sound row covered") | |
| vlm_assert("nav_gamespeed_dialog", | |
| "Is a dialog titled 'Game speed' shown with three radio-button rows " | |
| "labelled Slow, Normal and Fast stacked vertically?", | |
| RESULTS, depth=2, jump_kind="reach", tag="shape") | |
| def test_linewidth_dialog_opens(): | |
| ok, _before, _after = and_reach_linewidth_dialog() | |
| record("nav_linewidth_dialog", ok, | |
| "" if ok else "feature_missing: Line width dialog did not open (OK/EditText absent or prefs list still shown)", | |
| depth=2, jump_kind="reach", | |
| expect="Line width dialog: OK button + EditText appeared; prefs Sound row covered") | |
| vlm_assert("nav_linewidth_dialog", | |
| "Is a dialog titled 'Line width' shown with a single-line text input " | |
| "field above a CANCEL and an OK button at the bottom-right?", | |
| RESULTS, depth=2, jump_kind="reach", tag="position") | |
| def test_backstack_prefs_dialog_unwinds(): | |
| """DEEP 2-hop back-stack: menu -> prefs -> Game speed dialog, then BACK unwinds | |
| it hop by hop: BACK #1 -> prefs list restored; BACK #2 -> main menu restored.""" | |
| ok, _before, dialog = and_reach_gamespeed_dialog() | |
| if not ok: | |
| record("nav_backstack_prefs_dialog_unwind", False, | |
| "setup_failed: could not reach the Game speed dialog to unwind", | |
| depth=2, jump_kind="reach", | |
| expect="dialog -> prefs -> menu unwound by two BACK presses") | |
| return | |
| # hop 1 back: dialog -> prefs list (Sound row returns, Fast option gone) | |
| and_back() | |
| prefs_again = and_showing() | |
| hop1 = and_reach(dialog, prefs_again, "Sound", "Fast") | |
| # hop 2 back: prefs -> main menu (START GAME returns, Sound row gone) | |
| and_back() | |
| menu_again = and_showing() | |
| fg = is_app_foreground() | |
| hop2 = and_reach(prefs_again, menu_again, "START GAME", "Sound") | |
| ok_all = hop1 and hop2 and fg | |
| record("nav_backstack_prefs_dialog_unwind", ok_all, | |
| "" if ok_all else "behavior_wrong: BACK did not unwind dialog->prefs->menu one hop at a time", | |
| depth=2, jump_kind="reach", | |
| expect="BACK#1 restores prefs (Sound back, Fast gone); BACK#2 restores menu (START GAME back)") | |
| def test_backstack_game_pause_resume(): | |
| """DEEP chain: menu -> gameplay -> paused (BACK) -> gameplay (Resume). Proves the | |
| in-game BACK pauses (one hop deeper) and Resume unwinds it back to the field.""" | |
| ok_game, game_nodes = and_reach_gameplay() | |
| if not ok_game: | |
| record("nav_backstack_game_pause_resume", False, | |
| "setup_failed: gameplay not reached", depth=2, jump_kind="reach", | |
| expect="game -> paused -> game round trip") | |
| return | |
| before_game = and_showing(game_nodes) | |
| and_back() # gameplay -> paused | |
| paused = and_showing() | |
| into_paused = and_reach(before_game, paused, "RESUME GAME", "pauseIcon") | |
| resume = node_by_id(ui(), "resumeGameButton") | |
| if resume is None: | |
| record("nav_backstack_game_pause_resume", False, | |
| "behavior_wrong: BACK during gameplay did not surface RESUME GAME", | |
| depth=2, jump_kind="reach", | |
| expect="game -> paused -> game round trip") | |
| return | |
| before_resume = and_showing() | |
| tap_node(resume) # paused -> gameplay | |
| settle("tap") | |
| back_in_game = and_showing() | |
| into_game = and_reach(before_resume, back_in_game, "pauseIcon", "RESUME GAME") | |
| ok = into_paused and into_game | |
| record("nav_backstack_game_pause_resume", ok, | |
| "" if ok else "behavior_wrong: game->paused->game round trip did not unwind correctly", | |
| depth=2, jump_kind="reach", | |
| expect="BACK yields paused (RESUME GAME); Resume returns the field (pauseIcon)") | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| # (E) Table selector host — pick a different table, then reach gameplay on it | |
| # ══════════════════════════════════════════════════════════════════════════════ | |
| def test_table_next_then_play(): | |
| """The table picker changes only the canvas (tree unchanged), so the reach is | |
| proven by entering gameplay on the newly-selected table; the VLM confirms the | |
| arrived field is a pinball table layout drawn behind no menu.""" | |
| menu_nodes = and_reach_menu() | |
| nxt = node_by_id(menu_nodes, "nextTableButton") | |
| if nxt is None: | |
| record("nav_table_next_then_play", False, | |
| "feature_missing: nextTableButton not present on the menu", depth=1, | |
| jump_kind="reach", expect="gameplay reached after selecting next table") | |
| vlm_assert("nav_table_next_then_play", | |
| "In the large central play area (below the thin top status strip), " | |
| "is a pinball table drawn as a vector outline containing " | |
| "several solid colored circular bumpers (yellow, red, blue, " | |
| "green, magenta) and NOT a grey panel of labelled menu buttons?", | |
| RESULTS, depth=1, jump_kind="reach", tag="content") | |
| return | |
| tap_node(nxt) # advance the table picker (still on the menu) | |
| settle("tap") | |
| menu2 = ui() | |
| still_menu = node_by_id(menu2, "selectTableRow") is not None | |
| before = and_showing(menu2) | |
| tap_node(node_by_id(menu2, "startGameButton")) | |
| settle("tap") | |
| settle("tap") | |
| after = and_showing() | |
| ok = still_menu and and_reach(before, after, "pauseIcon", "buttonPanel") | |
| if ok: | |
| and_enter("Gameplay") | |
| record("nav_table_next_then_play", ok, | |
| "" if ok else "behavior_wrong: could not reach gameplay after selecting the next table", | |
| depth=1, jump_kind="reach", | |
| expect="picker stayed on menu; then Start Game reached gameplay (pauseIcon; buttonPanel gone)") | |
| vlm_assert("nav_table_next_then_play", | |
| "In the large central play area (below the thin top status strip), is a " | |
| "pinball table drawn as a vector outline containing several " | |
| "solid colored circular bumpers (yellow, red, blue, green, " | |
| "magenta) and NOT a grey panel of labelled menu buttons?", | |
| RESULTS, depth=1, jump_kind="reach", tag="content") | |
| TESTS = [ | |
| test_reach_preferences, | |
| test_reach_about, | |
| test_reach_highscores, | |
| test_reach_gameplay, | |
| test_highscores_ok_returns_to_menu, | |
| test_highscores_back_key_closes_panel, | |
| test_preferences_back_to_menu, | |
| test_about_back_to_menu, | |
| test_pause_via_icon, | |
| test_pause_via_score_area, | |
| test_resume_returns_to_game, | |
| test_endgame_returns_to_fresh_menu, | |
| test_back_during_game_pauses, | |
| test_gamespeed_dialog_opens, | |
| test_linewidth_dialog_opens, | |
| test_backstack_prefs_dialog_unwinds, | |
| test_backstack_game_pause_resume, | |
| test_table_next_then_play, | |
| ] | |
| if __name__ == "__main__": | |
| run_suite(TESTS, "navigation") | |