#!/usr/bin/env python3 """STRUCTURE lane — Vector Pinball (com.dozingcatsoftware.bouncy). Owns (a) the launch GATE and (b) tree-SHAPE deltas: a panel/subtree/dialog that appears or disappears, and child-count shape consequences. SHAPE only — content strings are text's, checked/selected are states', reachability proofs are navigation's. Gameplay content (score, ball, field layout) is CANVAS-rendered and never reaches the view tree, so those facts are the VLM budget for this lane. All resource-ids matched by LAST segment (node_by_id) so the package prefix, which differs between original and recreation, is never compared. """ import os, sys sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) from android_testgen_kit import * # noqa: F403,F401 # ── Depth helpers (naming is the requirement that backs a depth>=1 claim) ──────── def and_enter_gameplay(nodes): """From the fresh main menu, tap START GAME and confirm gameplay was entered: buttonPanel gone + pauseIcon present. Returns (ok, before_keys, after_keys).""" btn = node_by_id(nodes, "startGameButton") before = and_showing(nodes) if not btn or not tap_node(btn): return False, before, before after_nodes = ui() after = and_showing(after_nodes) ok = (node_by_id(after_nodes, "buttonPanel") is None and node_by_id(after_nodes, "pauseIcon") is not None) if ok: and_enter("gameplay") return ok, before, after def and_enter_paused_menu(nodes): """From gameplay, tap pauseIcon and confirm the paused menu appeared: buttonPanel back + resumeGameButton present. Returns (ok, before, after).""" icon = node_by_id(nodes, "pauseIcon") before = and_showing(nodes) if not icon or not tap_node(icon): return False, before, before after_nodes = ui() after = and_showing(after_nodes) ok = (node_by_id(after_nodes, "buttonPanel") is not None and node_by_id(after_nodes, "resumeGameButton") is not None) if ok: and_enter("paused_menu") return ok, before, after def and_reach_highscores(nodes): """From the main menu, tap HIGH SCORES; PROVE the jump (highScorePanel appeared, buttonPanel vanished). Returns (ok, before, after).""" btn = node_by_id(nodes, "highScoreButton") before = and_showing(nodes) if not btn or not tap_node(btn): return False, before, before after_nodes = ui() after = and_showing(after_nodes) ok = (node_by_id(after_nodes, "highScorePanel") is not None and node_by_id(after_nodes, "buttonPanel") is None) if ok: and_enter("highscores") return ok, before, after def and_reach_preferences(nodes): """From the main menu, tap PREFERENCES; confirm the Preferences activity's ListView appeared and the menu buttonPanel is gone. Returns (ok, nodes_after).""" btn = node_by_id(nodes, "preferencesButton") if not btn or not tap_node(btn): return False, nodes after_nodes = ui() ok = (find_by_class(after_nodes, "ListView") and node_by_id(after_nodes, "buttonPanel") is None and find_node(after_nodes, text="Sound") is not None) if ok: and_enter("preferences") return ok, after_nodes def and_reach_about(nodes): """From the main menu, tap HELP; confirm the About activity's aboutTextView is present and the menu buttonPanel is gone. Returns (ok, nodes_after).""" btn = node_by_id(nodes, "aboutButton") if not btn or not tap_node(btn): return False, nodes after_nodes = ui() ok = (node_by_id(after_nodes, "aboutTextView") is not None and node_by_id(after_nodes, "buttonPanel") is None) if ok: and_enter("about") return ok, after_nodes def and_enter_pref_dialog(nodes, row_title): """Inside Preferences, tap a row title and confirm a dialog subtree opened (an alertTitle appeared). Returns (ok, nodes_after).""" row = find_node(nodes, text=row_title) if not row or not tap_node(row): return False, nodes after_nodes = ui() ok = node_by_id(after_nodes, "alertTitle") is not None if ok: and_enter(f"dialog:{row_title}") return ok, after_nodes # ══════════════════════════════════════════════════════════════════════════════ # GATE # ══════════════════════════════════════════════════════════════════════════════ @and_test(expects=("struct_launch_gate",)) def test_launch_gate(): restart_app(); wait_for_foreground(10) nodes = ui() ok = (node_by_id(nodes, "buttonPanel") is not None and node_by_id(nodes, "startGameButton") is not None) record("struct_launch_gate", bool(ok), "" if ok else "setup_failed: main menu buttonPanel/startGameButton " "missing at launch", depth=0, jump_kind="none") @and_test(expects=("struct_menu_subtree_shape",)) def test_menu_subtree_shape(): """The main-menu buttonPanel subtree: a selectTableRow, an unlimitedBalls CheckBox, and a TableLayout holding >=5 Button children. SHAPE, not content.""" restart_app(); wait_for_foreground(10) nodes = ui() panel = node_by_id(nodes, "buttonPanel") row = node_by_id(nodes, "selectTableRow") toggle = node_by_id(nodes, "unlimitedBallsToggle") n_buttons = len(find_by_class(nodes, "Button")) # observed: 5 (START..QUIT) ok = (panel is not None and row is not None and toggle is not None and n_buttons >= 5) record("struct_menu_subtree_shape", bool(ok), "" if ok else f"behavior_wrong: menu subtree shape wrong " f"(panel={panel is not None}, row={row is not None}, " f"toggle={toggle is not None}, buttons={n_buttons})", depth=0, jump_kind="none") @and_test(expects=("struct_selector_row_shape",)) def test_selector_row_shape(): """selectTableRow holds exactly two ImageButton children (prev/next arrows) flanking the 'Select Table' label — the picker's shape. SHAPE, not content.""" restart_app(); wait_for_foreground(10) nodes = ui() prev = node_by_id(nodes, "previousTableButton") nxt = node_by_id(nodes, "nextTableButton") n_imgbtn = len(find_by_class(nodes, "ImageButton")) # observed: 2 ok = prev is not None and nxt is not None and n_imgbtn >= 2 record("struct_selector_row_shape", bool(ok), "" if ok else f"behavior_wrong: table-picker arrows missing " f"(prev={prev is not None}, next={nxt is not None}, " f"imgbtn={n_imgbtn})", depth=0, jump_kind="none") # ══════════════════════════════════════════════════════════════════════════════ # SHAPE DELTAS (state-machine panel swaps within BouncyActivity) # ══════════════════════════════════════════════════════════════════════════════ @and_test(expects=("struct_start_game_shape",)) def test_start_game_shape(): """START GAME shape delta: buttonPanel DISAPPEARS + pauseIcon APPEARS. Reverse it (pause) and assert the buttonPanel subtree restores.""" restart_app(); wait_for_foreground(10) nodes = ui() ok_enter, before, after = and_enter_gameplay(nodes) changed = surface_changed(before, after) # reverse: pause -> buttonPanel must come back restored = False if ok_enter: g_nodes = ui() ok_pause, _b, _a = and_enter_paused_menu(g_nodes) restored = ok_pause and node_by_id(ui(), "buttonPanel") is not None ok = ok_enter and changed and restored record("struct_start_game_shape", bool(ok), "" if ok else "behavior_wrong: START GAME did not remove buttonPanel / " "add pauseIcon, or the panel did not restore on pause", depth=1, jump_kind="transition", expect="buttonPanel->gone & pauseIcon->present on Start; " "buttonPanel restored on pause") @and_test(expects=("struct_pause_shape",)) def test_pause_shape(): """Pause shape delta (depth 2): from gameplay, tap pauseIcon -> pauseIcon DISAPPEARS + buttonPanel REAPPEARS.""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) ok_p, before, after = (False, set(), set()) if ok_g: ok_p, before, after = and_enter_paused_menu(ui()) p_nodes = ui() pause_gone = node_by_id(p_nodes, "pauseIcon") is None panel_back = node_by_id(p_nodes, "buttonPanel") is not None ok = ok_g and ok_p and pause_gone and panel_back and surface_changed(before, after) record("struct_pause_shape", bool(ok), "" if ok else "behavior_wrong: pause did not remove pauseIcon / restore " "buttonPanel", depth=2, jump_kind="transition", expect="pauseIcon->gone & buttonPanel->present after pause") @and_test(expects=("struct_paused_menu_shape",)) def test_paused_menu_shape(): """Paused-menu SHAPE contrast (depth 2): the reappeared buttonPanel now holds resumeGameButton + endGameButton, while selectTableRow + unlimitedBallsToggle + startGameButton are ABSENT — a different subtree from the fresh menu.""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) ok_p = False if ok_g: ok_p, _b2, _a2 = and_enter_paused_menu(ui()) p = ui() has_resume = node_by_id(p, "resumeGameButton") is not None has_end = node_by_id(p, "endGameButton") is not None no_picker = node_by_id(p, "selectTableRow") is None no_toggle = node_by_id(p, "unlimitedBallsToggle") is None no_start = node_by_id(p, "startGameButton") is None ok = ok_g and ok_p and has_resume and has_end and no_picker and no_toggle and no_start record("struct_paused_menu_shape", bool(ok), "" if ok else f"behavior_wrong: paused-menu shape wrong " f"(resume={has_resume}, end={has_end}, no_picker={no_picker}, " f"no_toggle={no_toggle}, no_start={no_start})", depth=2, jump_kind="transition", expect="paused panel: +resume/+end, -selectTableRow/-toggle/-startGame") @and_test(expects=("struct_fresh_menu_shape",)) def test_fresh_menu_shape(): """Fresh (not-in-progress) menu SHAPE: startGameButton + selectTableRow present, resumeGameButton + endGameButton + pauseIcon ABSENT. The exact inverse of the paused-menu shape.""" restart_app(); wait_for_foreground(10) nodes = ui() has_start = node_by_id(nodes, "startGameButton") is not None has_picker = node_by_id(nodes, "selectTableRow") is not None no_resume = node_by_id(nodes, "resumeGameButton") is None no_end = node_by_id(nodes, "endGameButton") is None no_pause = node_by_id(nodes, "pauseIcon") is None ok = has_start and has_picker and no_resume and no_end and no_pause record("struct_fresh_menu_shape", bool(ok), "" if ok else f"behavior_wrong: fresh-menu shape wrong " f"(start={has_start}, picker={has_picker}, " f"no_resume={no_resume}, no_end={no_end}, no_pause={no_pause})", depth=0, jump_kind="none") @and_test(expects=("struct_end_game_restores_fresh_menu",)) def test_end_game_restores_fresh_menu(): """END GAME shape delta (depth 2): from the paused menu, tap endGameButton -> the fresh-menu subtree returns (selectTableRow + startGameButton present, resume/end gone). End Game is non-destructive (returns to menu).""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) ok_p = False if ok_g: ok_p, _b2, _a2 = and_enter_paused_menu(ui()) end_btn = node_by_id(ui(), "endGameButton") if ok_p else None tapped = tap_node(end_btn) if end_btn else False m = ui() back_fresh = (node_by_id(m, "selectTableRow") is not None and node_by_id(m, "startGameButton") is not None and node_by_id(m, "resumeGameButton") is None and node_by_id(m, "endGameButton") is None) ok = ok_g and ok_p and tapped and back_fresh record("struct_end_game_restores_fresh_menu", bool(ok), "" if ok else "behavior_wrong: End Game did not restore the fresh menu " "subtree (selectTableRow+startGame back, resume/end gone)", depth=2, jump_kind="transition", expect="paused -> End Game -> fresh menu subtree (+picker/+start, -resume/-end)") @and_test(expects=("struct_highscore_panel_shape",)) def test_highscore_panel_shape(): """HIGH SCORES shape delta (depth 1): highScorePanel APPEARS, buttonPanel DISAPPEARS. Reverse via OK and assert the buttonPanel subtree restores.""" restart_app(); wait_for_foreground(10) ok_reach, before, after = and_reach_highscores(ui()) changed = surface_changed(before, after) # panel must hold its title TextView + OK button — SHAPE of the dialog subtree h = ui() has_ok = node_by_id(h, "hideHighScoreButton") is not None # reverse: OK -> buttonPanel back restored = False if ok_reach and has_ok: tap_node(node_by_id(h, "hideHighScoreButton")) restored = node_by_id(ui(), "buttonPanel") is not None ok = ok_reach and changed and has_ok and restored record("struct_highscore_panel_shape", bool(ok), "" if ok else "behavior_wrong: HIGH SCORES did not swap buttonPanel for " "highScorePanel(+OK), or OK did not restore the menu", depth=1, jump_kind="transition", expect="buttonPanel->highScorePanel(+OK) on HIGH SCORES; restored on OK") @and_test(expects=("struct_back_closes_highscore",)) def test_back_closes_highscore(): """BACK on the high-scores panel is a shape RESTORE, not an app exit: highScorePanel disappears, buttonPanel returns, app still foreground.""" restart_app(); wait_for_foreground(10) ok_reach, _b, _a = and_reach_highscores(ui()) press_key(4) # KEYCODE_BACK m = ui() panel_gone = node_by_id(m, "highScorePanel") is None menu_back = node_by_id(m, "buttonPanel") is not None still_fg = is_app_foreground() ok = ok_reach and panel_gone and menu_back and still_fg record("struct_back_closes_highscore", bool(ok), "" if ok else "behavior_wrong: BACK did not restore buttonPanel from the " "high-scores panel (or app left foreground)", depth=1, jump_kind="transition", expect="BACK: highScorePanel->gone, buttonPanel->present, still foreground") @and_test(expects=("struct_preferences_shape",)) def test_preferences_shape(): """PREFERENCES shape delta (depth 1, new activity): a ListView with >=8 preference rows appears; the menu buttonPanel is gone. SHAPE = row count.""" restart_app(); wait_for_foreground(10) ok_reach, prefs = and_reach_preferences(ui()) # observed 11 rows (title TextViews with android:id/title) + 8 checkboxes titles = [n for n in prefs if n.get("resource-id", "").endswith("/title") and n.get("class", "").endswith("TextView") and n.get("text")] n_rows = len(titles) n_checks = len(find_by_class(prefs, "CheckBox")) panel_gone = node_by_id(prefs, "buttonPanel") is None ok = ok_reach and n_rows >= 8 and n_checks >= 6 and panel_gone record("struct_preferences_shape", bool(ok), "" if ok else f"behavior_wrong: Preferences shape wrong " f"(rows={n_rows} need>=8, checks={n_checks} need>=6, " f"panel_gone={panel_gone})", depth=1, jump_kind="transition", expect="Preferences ListView: >=8 rows, >=6 checkboxes, no buttonPanel") @and_test(expects=("struct_about_shape",)) def test_about_shape(): """HELP shape delta (depth 1, new activity): the aboutTextView subtree dominates and the menu buttonPanel is gone. SHAPE: one large TextView is the dominant node (its bounds cover most of the content area).""" restart_app(); wait_for_foreground(10) ok_reach, about = and_reach_about(ui()) tv = node_by_id(about, "aboutTextView") panel_gone = node_by_id(about, "buttonPanel") is None dominant = False if tv and "_bounds" in tv: x1, y1, x2, y2 = tv["_bounds"] s = get_screen_info() # the about text is a tall block covering a large share of the height dominant = (y2 - y1) >= 0.30 * s["height"] and (x2 - x1) >= 0.6 * s["width"] ok = ok_reach and tv is not None and panel_gone and dominant record("struct_about_shape", bool(ok), "" if ok else "behavior_wrong: About did not show a dominant aboutTextView " "with the menu buttonPanel gone", depth=1, jump_kind="transition", expect="About: aboutTextView dominant subtree, no buttonPanel") @and_test(expects=("struct_gamespeed_dialog_shape",)) def test_gamespeed_dialog_shape(): """Game speed dialog shape delta (depth 2): inside Preferences, tap 'Game speed' -> a dialog subtree with exactly 3 CheckedTextView options appears.""" restart_app(); wait_for_foreground(10) ok_pref, prefs = and_reach_preferences(ui()) ok_dialog, dlg = (False, prefs) if ok_pref: ok_dialog, dlg = and_enter_pref_dialog(prefs, "Game speed") n_options = len(find_by_class(dlg, "CheckedTextView")) # observed: 3 has_title = node_by_id(dlg, "alertTitle") is not None ok = ok_pref and ok_dialog and n_options == 3 and has_title record("struct_gamespeed_dialog_shape", bool(ok), "" if ok else f"behavior_wrong: Game speed dialog shape wrong " f"(options={n_options} need 3, title={has_title})", depth=2, jump_kind="transition", expect="Game speed dialog: alertTitle + exactly 3 CheckedTextView") @and_test(expects=("struct_linewidth_dialog_shape",)) def test_linewidth_dialog_shape(): """Line width dialog shape delta (depth 2): inside Preferences, tap 'Line width' -> a dialog subtree that adds an EditText (plus a message TextView).""" restart_app(); wait_for_foreground(10) ok_pref, prefs = and_reach_preferences(ui()) n_edit_before = len(find_by_class(prefs, "EditText")) # observed: 0 ok_dialog, dlg = (False, prefs) if ok_pref: ok_dialog, dlg = and_enter_pref_dialog(prefs, "Line width") n_edit_after = len(find_by_class(dlg, "EditText")) # observed: 1 has_title = node_by_id(dlg, "alertTitle") is not None ok = (ok_pref and ok_dialog and has_title and n_edit_after == n_edit_before + 1) record("struct_linewidth_dialog_shape", bool(ok), "" if ok else f"behavior_wrong: Line width dialog shape wrong " f"(EditText {n_edit_before}->{n_edit_after}, title={has_title})", depth=2, jump_kind="transition", expect="Line width dialog: alertTitle + EditText count 0->1") # ══════════════════════════════════════════════════════════════════════════════ # VLM (8) — canvas/GL/layout facts that never reach the view tree # ══════════════════════════════════════════════════════════════════════════════ @and_test(expects=("struct_menu_field_rendered_vlm",)) def test_menu_field_rendered_vlm(): """The pinball FIELD is drawn behind/around the menu panel on launch — a complex line-drawing playfield the tree cannot describe.""" restart_app(); wait_for_foreground(10) ui() vlm_assert("struct_menu_field_rendered", "Behind and around the centered menu panel, is there a complex " "line-drawing pinball playfield (thin colored outlines, arcs, and " "small round bumpers) filling the dark background?", RESULTS_DIR, depth=0, jump_kind="none", tag="shape") @and_test(expects=("struct_gameplay_field_no_panel_vlm",)) def test_gameplay_field_no_panel_vlm(): """After START GAME the field fills the screen with the menu panel GONE and a circular pause icon at the top-left — a layout fact (panel removed).""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) if not ok_g: record("struct_gameplay_field_no_panel_vlm", False, "setup_failed: could not enter gameplay", depth=1, jump_kind="transition", tag="layout") else: vlm_assert("struct_gameplay_field_no_panel", "Is the pinball playfield now shown WITHOUT any centered " "gray-button menu panel over it (no START GAME / HIGH SCORES " "buttons visible)?", RESULTS_DIR, depth=1, jump_kind="transition", tag="layout") @and_test(expects=("struct_gameplay_pause_icon_topleft_vlm",)) def test_gameplay_pause_icon_topleft_vlm(): """During gameplay a round pause icon sits at the TOP-LEFT of the top bar — an exact rendered position fact.""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) if not ok_g: record("struct_gameplay_pause_icon_topleft_vlm", False, "setup_failed: could not enter gameplay", depth=1, jump_kind="transition", tag="position") else: vlm_assert("struct_gameplay_pause_icon_topleft", "Is there a small round pause icon (two vertical bars in a " "circle) at the TOP-LEFT corner of the top status bar?", RESULTS_DIR, depth=1, jump_kind="transition", tag="position") @and_test(expects=("struct_top_score_bar_vlm",)) def test_top_score_bar_vlm(): """The top status bar spans the full width across the top of the gameplay screen and contains a centered score readout — a position/layout fact.""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) if not ok_g: record("struct_top_score_bar_vlm", False, "setup_failed: could not enter gameplay", depth=1, jump_kind="transition", tag="position") else: vlm_assert("struct_top_score_bar", "Is there a horizontal status bar spanning the full width at the " "very TOP of the screen, containing a centered numeric score " "readout, separate from the playfield below it?", RESULTS_DIR, depth=1, jump_kind="transition", tag="position") @and_test(expects=("struct_paused_overlay_field_vlm",)) def test_paused_overlay_field_vlm(): """The paused menu panel is overlaid ON TOP of the still-rendered field (the field's colored lines/bumpers remain visible around the panel) — a layering fact the tree cannot express.""" restart_app(); wait_for_foreground(10) ok_g, _b, _a = and_enter_gameplay(ui()) ok_p = False if ok_g: ok_p, _b2, _a2 = and_enter_paused_menu(ui()) if not (ok_g and ok_p): record("struct_paused_overlay_field_vlm", False, "setup_failed: could not reach the paused menu", depth=2, jump_kind="transition", tag="layout") else: vlm_assert("struct_paused_overlay_field", "Is a centered menu panel (with RESUME GAME and END GAME " "buttons) overlaid on top of the pinball playfield, with the " "field's colored lines and bumpers still visible around the " "panel edges?", RESULTS_DIR, depth=2, jump_kind="transition", tag="layout") @and_test(expects=("struct_table1_layout_vlm",)) def test_table1_layout_vlm(): """Table 1's rendered field has a distinctive white circle near the top-left and cyan/red rollover rings — an exact rendered content fact. (Fresh data = table 1 by default.)""" clear_data(); restart_app(); wait_for_foreground(10) ui() vlm_assert("struct_table1_layout", "On the pinball field behind the menu, near the TOP-LEFT, is there " "a small WHITE circle outline together with red and cyan ring " "targets on the field?", RESULTS_DIR, depth=0, jump_kind="none", tag="position") @and_test(expects=("struct_table_switch_changes_field_vlm",)) def test_table_switch_changes_field_vlm(): """Tapping the next-table arrow changes the RENDERED field layout (a canvas consequence; the view tree is unchanged). Table 2 shows a row of yellow bumpers along the top — distinct from table 1.""" clear_data(); restart_app(); wait_for_foreground(10) nodes = ui() nxt = node_by_id(nodes, "nextTableButton") tapped = tap_node(nxt) if nxt else False ui() if not tapped: record("struct_table_switch_changes_field_vlm", False, "setup_failed: next-table arrow not found/tappable", depth=0, jump_kind="none", tag="color") else: vlm_assert("struct_table_switch_changes_field", "On the pinball field behind the menu, are there two large " "YELLOW round bumpers near the TOP of the playfield?", RESULTS_DIR, depth=0, jump_kind="none", tag="color") TESTS = [ # gate + static shape (depth 0, none) — kept <=30% test_launch_gate, test_menu_subtree_shape, test_selector_row_shape, test_fresh_menu_shape, # shape deltas (transition) test_start_game_shape, test_pause_shape, test_paused_menu_shape, test_end_game_restores_fresh_menu, test_highscore_panel_shape, test_back_closes_highscore, test_preferences_shape, test_about_shape, test_gamespeed_dialog_shape, test_linewidth_dialog_shape, # VLM (8) — canvas/layout facts test_menu_field_rendered_vlm, test_gameplay_field_no_panel_vlm, test_gameplay_pause_icon_topleft_vlm, test_top_score_bar_vlm, test_paused_overlay_field_vlm, test_table1_layout_vlm, test_table_switch_changes_field_vlm, ] if __name__ == "__main__": run_suite(TESTS, "structure")