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The goal of this change is to let plugins register their own self-tests. We do this through the `ISelfTestRegistry` interface. For a plugin it would look like this: ```csharp [PluginService] public ISelfTestRegistry SelfTestRegistry // Somewhere that gets called by your plugin SelfTestRegistry.RegisterTestSteps([ new MySelfTestStep(), new MyOtherSelfTestStep() ]) ``` Where `MySelfTest` and `MyOtherSelfTest` are instances of the existing `ISelfTestStep` interface. The biggest changes are to `SelfTestWindow` and the introduction of `SelfTestWithResults`. I wanted to make sure test state wasn't lost when changing the dropdown state and I was finding it a bit annoying to work with the Dictionary now that we can't just rely on the index of the item. To fix this I moved all the "test run" state into `SelfTestWithResults`, most of the changes to `SelfTestWindow` are derived from that, other then the addition of the combo box. The documentation for this service is a bit sparse, but I wanted to put it up for review first before I invest a bunch of time making nice documentation. I'm keen to hear if we think this is useful or if any changes are needed.
39 lines
891 B
C#
39 lines
891 B
C#
using Dalamud.Bindings.ImGui;
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using Dalamud.Game.ClientState.Keys;
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using Dalamud.Plugin.SelfTest;
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namespace Dalamud.Interface.Internal.Windows.SelfTest.Steps;
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/// <summary>
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/// Test setup for the Key State.
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/// </summary>
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internal class KeyStateSelfTestStep : ISelfTestStep
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{
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/// <inheritdoc/>
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public string Name => "Test KeyState";
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/// <inheritdoc/>
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public SelfTestStepResult RunStep()
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{
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var keyState = Service<KeyState>.Get();
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ImGui.Text("Hold down D,A,L,M,U"u8);
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if (keyState[VirtualKey.D]
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&& keyState[VirtualKey.A]
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&& keyState[VirtualKey.L]
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&& keyState[VirtualKey.M]
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&& keyState[VirtualKey.U])
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{
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return SelfTestStepResult.Pass;
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}
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return SelfTestStepResult.Waiting;
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}
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/// <inheritdoc/>
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public void CleanUp()
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{
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// ignored
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}
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}
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