功能比较完善的一版
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@@ -56,9 +56,9 @@ TEST(plottable_migration, curve_plots_share_partitioned_rendering) {
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auto sweep = build_object<Sweep>(frequency.get(), power.get());
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trace->set<&Frequency_Trace::Prop::partition_mode>(Plot_Partition_Mode::fixed);
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trace->set<&Frequency_Trace::Prop::partition_count>(2u);
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trace->append_sample(0, 10.0);
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trace->append_sample(1, 50.0);
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trace->append_sample(2, 90.0);
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trace->append_sample(time->append_time({1'000}), 10.0);
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trace->append_sample(time->append_time({2'000}), 50.0);
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trace->append_sample(time->append_time({3'000}), 90.0);
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sweep->set<&Sweep_Spectrum::Prop::frequency_range>(Axis_Range{0.0, 100.0});
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sweep->set<&Sweep_Spectrum::Prop::partition_mode>(Plot_Partition_Mode::fixed);
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sweep->set<&Sweep_Spectrum::Prop::partition_count>(2u);
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@@ -100,8 +100,8 @@ TEST(plottable_migration, raster_plots_share_partitioned_color_blocks) {
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waterfall->set<&Waterfall::Prop::power_range>(Axis_Range{-100.0, 0.0});
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const std::array<Plot_Value, 4> row{-90.0, -60.0, -30.0, -10.0};
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glow->append_spectrum(row);
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waterfall->append_row(0, row);
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waterfall->append_row(1, row);
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waterfall->append_row(time->append_time({1'000}), row);
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waterfall->append_row(time->append_time({2'000}), row);
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auto scene = build_scene<Scene>(glow.get(), waterfall.get());
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scene->set<&Render_Scene_2D::Prop::viewport>(canvas);
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scene->activate_view();
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@@ -158,20 +158,20 @@ TEST(selection_overlay, control_extends_selection_and_plain_click_clears_it) {
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scene->render();
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const auto drag = [&](Point_F first, Point_F second, Keyboard_Modifier modifiers) {
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Pointer_Event press(Event_Type::pointer_press);
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press.position = first;
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press.button = Mouse_Button::left;
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press.modifiers = modifiers;
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overlay->dispatch_event(press);
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Pointer_Event move(Event_Type::pointer_move);
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move.position = second;
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move.modifiers = modifiers;
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overlay->dispatch_event(move);
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Pointer_Event release(Event_Type::pointer_release);
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release.position = second;
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release.button = Mouse_Button::left;
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release.modifiers = modifiers;
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overlay->dispatch_event(release);
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auto press = std::make_unique<Pointer_Event>(Event_Type::pointer_press);
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press->position = first;
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press->button = Mouse_Button::left;
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press->modifiers = modifiers;
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scene->dispatch_event(std::move(press));
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auto move = std::make_unique<Pointer_Event>(Event_Type::pointer_move);
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move->position = second;
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move->modifiers = modifiers;
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scene->dispatch_event(std::move(move));
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auto release = std::make_unique<Pointer_Event>(Event_Type::pointer_release);
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release->position = second;
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release->button = Mouse_Button::left;
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release->modifiers = modifiers;
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scene->dispatch_event(std::move(release));
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scene->render();
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};
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drag({30.0, 90.0}, {60.0, 60.0}, Keyboard_Modifier::none);
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@@ -181,3 +181,46 @@ TEST(selection_overlay, control_extends_selection_and_plain_click_clears_it) {
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drag({120.0, 40.0}, {120.0, 40.0}, Keyboard_Modifier::none);
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EXPECT_TRUE(overlay->selected_regions().empty());
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}
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TEST(selection_overlay, time_axis_selection_keeps_axis_coordinates_while_window_moves) {
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using Scene = Impl<Render_Scene_2D>;
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using Time = Impl<Time_Axis>;
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using Numeric = Impl<Numeric_Axis>;
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using Overlay = Impl<Selection_Rectangle_Overlay>;
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initialize_runtime(2);
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const Size canvas{160, 120};
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auto time = build_object<Time>();
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auto value = build_object<Numeric>();
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configure_axis(time.get(), Axis_Orientation::horizontal, {20.0, 100.0}, 120.0, canvas);
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configure_axis(value.get(), Axis_Orientation::vertical, {20.0, 100.0}, -80.0, canvas);
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time->set<&Time_Axis::Prop::visible_count>(10);
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value->set<&Numeric_Axis::Prop::coordinate_range>(Axis_Range{0.0, 100.0});
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time->append_time({1'000});
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time->append_time({2'000});
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time->append_time({3'000});
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auto overlay = build_object<Overlay>(time.get(), value.get());
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auto scene = build_scene<Scene>(overlay.get());
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scene->set<&Render_Scene_2D::Prop::viewport>(canvas);
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scene->activate_view();
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scene->render();
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auto press = std::make_unique<Pointer_Event>(Event_Type::pointer_press);
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press->position = {92.0, 88.0};
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press->button = Mouse_Button::left;
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scene->dispatch_event(std::move(press));
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auto move = std::make_unique<Pointer_Event>(Event_Type::pointer_move);
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move->position = {116.0, 56.0};
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scene->dispatch_event(std::move(move));
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auto release = std::make_unique<Pointer_Event>(Event_Type::pointer_release);
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release->position = {116.0, 56.0};
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release->button = Mouse_Button::left;
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scene->dispatch_event(std::move(release));
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scene->render();
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ASSERT_EQ(overlay->selected_regions().size(), 1u);
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const Axis_Rectangle selected = overlay->selected_regions().front();
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const auto pixel_before = time->coordinate_to_pixel(selected.horizontal.center());
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time->append_time({4'000});
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scene->render();
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ASSERT_EQ(overlay->selected_regions().size(), 1u);
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EXPECT_EQ(overlay->selected_regions().front(), selected);
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EXPECT_NE(time->coordinate_to_pixel(selected.horizontal.center()), pixel_before);
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}
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