// @vitest-environment jsdom import { readFileSync } from 'node:fs'; import { describe, expect, test } from 'vitest'; import { repoPath } from './repoPath'; import { declaration, parseStyleSheet, resolveDeclarations, type StyleRule, } from './styleCascade'; /** * 侧栏样式的声明级断言。 * * jsdom 不加载这个 CSS 文件,所以这里按仓库既有做法(`styleCascade`)直接解析**真实生效的声明**: * 「状态 tone 映射」「等宽数字」「圆角 / 悬停」「过渡」「reduced-motion 关动效」都用声明钉住。 */ const SIDEBAR_CSS_PATH = repoPath( 'apps/ai-game-creator-shell/src/features/resource-canvas/resourceCanvasAssetGenerationTasksSidebar.css', ); const rules = parseStyleSheet(readFileSync(SIDEBAR_CSS_PATH, 'utf8')); /** * 锚点在「资源栏目画布」那一档要让开的、钉死的栏目标题栏(`.game-resource-book-scene-titlebar`)。 * 它的高度定义在全局样式表里,而让开多少写在侧栏样式里——两个文件,必须一起改, * 所以这里读真实声明把关系钉住。 */ const GLOBAL_CSS_PATH = repoPath('apps/ai-game-creator-shell/src/styles.css'); const globalRules = parseStyleSheet(readFileSync(GLOBAL_CSS_PATH, 'utf8')); // 同一个求值器限制:全局表里也有 `prefers-reduced-motion` 档,求值时先排除掉。 const globalWidthRules = globalRules.filter( (rule) => !(rule.media ?? '').includes('prefers-reduced-motion'), ); /** 声明里允许的形状就这两种:单个长度,或「几个长度相加」的 `calc`(本文件不解析别的函数)。 */ function cssLengthToPx(value: string): number { const raw = value.trim(); const calc = /^calc\((.+)\)$/u.exec(raw); if (calc) { return calc[1] .split('+') .map((term) => cssLengthToPx(term)) .reduce((total, term) => total + term, 0); } const match = raw.match(/^(-?\d+(?:\.\d+)?)(px|rem)$/u); if (!match) { throw new Error(`不是可换算的长度:${value}`); } const [, amount, unit] = match; // 根字号取浏览器 / WebView 的默认 16px(全局样式表没有改写 `html` 的字号), // 这个换算只用在那条「让开多少 ≥ 标题栏多高」的守卫上。 return Number(amount) * (unit === 'rem' ? 16 : 1); } /** * `styleCascade` 的求值器只认识宽度媒体查询,遇到 `prefers-reduced-motion` 会主动报错; * 那条规则的生效与否单独在下面按声明断言,所以求值时先把它排除掉。 */ const widthRules = rules.filter( (rule) => !(rule.media ?? '').includes('prefers-reduced-motion'), ); function resolved( selectors: readonly string[], viewportWidth = 1280, ): Map { return resolveDeclarations(widthRules, selectors, viewportWidth); } function toneRule(tone: string): StyleRule | undefined { return rules.find((rule) => rule.selectors.includes( `.game-resource-generation-task-badge[data-tone='${tone}']`, ), ); } describe('「生成任务」侧栏样式', () => { test('四种状态各有一档 tone,取值全部来自平台 token 而不硬编码颜色', () => { const tones = ['queued', 'running', 'completed', 'failed'] as const; const resolvedTones = tones.map((tone) => resolved([ '.game-resource-generation-task-badge', `.game-resource-generation-task-badge[data-tone='${tone}']`, ]), ); const signature = (map: Map) => ['border-color', 'background', 'color'] .map((property) => declaration(map, property)) .join(' | '); const signatures = resolvedTones.map(signature); // 四档必须互不相同,否则「状态徽标成体系」这条就退化成同一个样子。 expect(new Set(signatures).size).toBe(4); expect(signatures[0]).toContain('--platform-neutral'); expect(signatures[1]).toContain('--platform-accent'); expect(signatures[2]).toContain('--platform-success'); expect(signatures[3]).toContain('--platform-button-danger'); for (const one of signatures) { expect(one).not.toMatch(/#[0-9a-f]{3,8}|rgba?\(|hsla?\(/iu); } // 四档 tone 必须在 CSS 里真实存在(少一档这条断言就红)。 for (const tone of tones) { expect(toneRule(tone)).toBeDefined(); } }); test('生成中只有「在动」的呼吸感,没有伪造百分比', () => { const running = resolved([ '.game-resource-generation-task-badge', ".game-resource-generation-task-badge[data-tone='running']", ]); // 徽标本身不承载进度数值:文案由组件按后端状态给,样式里不出现百分比工具。 expect(declaration(running, 'color')).toBe('var(--platform-accent)'); const pulse = rules.find((rule) => rule.selectors.includes( ".game-resource-generation-task-badge[data-tone='running']::before", ), ); expect(pulse?.declarations.get('animation')).toContain('pulse'); }); test('阶段是次要信息、已耗时等宽数字右对齐', () => { const phase = resolved(['.game-resource-generation-task-card-phase']); expect(declaration(phase, 'color')).toBe('var(--platform-text-muted)'); expect(declaration(phase, 'font-size')).toBe('0.7rem'); const elapsed = resolved(['.game-resource-generation-task-card-elapsed']); expect(declaration(elapsed, 'font-variant-numeric')).toBe('tabular-nums'); expect(declaration(elapsed, 'text-align')).toBe('right'); }); test('条目卡片有圆角与悬停反馈,失败原因可折行不截断', () => { const card = resolved(['.game-resource-generation-task-card']); expect(declaration(card, 'border-radius')).toBe('0.5rem'); const hover = resolved([ '.game-resource-generation-task-card', '.game-resource-generation-task-card:hover', ]); expect(declaration(hover, 'box-shadow')).toBe( 'var(--platform-desktop-hover-shadow)', ); expect(declaration(hover, 'transform')).toBe('translateY(-1px)'); const error = resolved(['.game-resource-generation-task-card-error']); expect(declaration(error, 'white-space')).toBe('normal'); expect(declaration(error, 'overflow-wrap')).toBe('anywhere'); const locate = resolved(['.game-resource-generation-task-locate']); expect(declaration(locate, 'text-decoration')).toContain('underline'); }); test('进场动画留在侧栏上,删除的折叠把手不再有样式残留', () => { const sidebar = resolved(['.game-resource-generation-tasks-sidebar']); expect(declaration(sidebar, 'animation')).toContain( 'game-resource-generation-tasks-enter', ); expect(declaration(sidebar, 'border-radius')).toBe('0.75rem'); expect(declaration(sidebar, 'backdrop-filter')).toBe('blur(10px)'); // 折叠把手与底部关闭条都已删除:对应类名不得再出现在样式表里。 for (const removed of [ '.game-resource-generation-tasks-handle', '.game-resource-generation-tasks-handle-label', '.game-resource-generation-tasks-handle-badge', '.game-resource-generation-tasks-sidebar-footer', ]) { expect(rules.some((rule) => rule.selectors.includes(removed))).toBe( false, ); } }); test('收起与进场同源反向:is-leaving 挂上收起动画,减动效下同样关掉', () => { const leaving = resolved([ '.game-resource-generation-tasks-sidebar', '.game-resource-generation-tasks-sidebar.is-leaving', ]); const animation = declaration(leaving, 'animation'); expect(animation).toContain('game-resource-generation-tasks-leave'); expect(animation).toContain('160ms'); // 动画期间不该还能点到里面(此刻它在播退场,点它只会在卸载前留下半截状态)。 expect(declaration(leaving, 'pointer-events')).toBe('none'); expect( rules.some((rule) => rule.selectors.includes( '.game-resource-generation-tasks-sidebar.is-leaving', ), ), ).toBe(true); // 减少动效:收起动画同样关掉,组件那边会立即卸载,不白等 160ms。 const reduced = rules.filter((rule) => (rule.media ?? '').includes('prefers-reduced-motion'), ); expect( reduced.some( (rule) => rule.selectors.includes( '.game-resource-generation-tasks-sidebar.is-leaving', ) && rule.declarations.get('animation') === 'none', ), ).toBe(true); }); test('列表滚动条是细样式,滚动区域有界', () => { const scroll = resolved(['.game-resource-generation-tasks-scroll']); expect(declaration(scroll, 'overflow-y')).toBe('auto'); expect(declaration(scroll, 'scrollbar-width')).toBe('thin'); expect(declaration(scroll, 'overscroll-behavior')).toBe('contain'); const thumb = rules.find((rule) => rule.selectors.includes( '.game-resource-generation-tasks-scroll::-webkit-scrollbar-thumb', ), ); expect(thumb?.declarations.get('background')).toBe( 'var(--platform-line-soft)', ); // 面板高度有界:不再靠上下边界拉满,改成锚点里的浮动卡片 + 封顶高度(内容再多也只滚列表)。 const sidebar = resolved(['.game-resource-generation-tasks-sidebar']); expect(declaration(sidebar, 'width')).toBe('min(300px, 80vw)'); expect(declaration(sidebar, 'max-height')).toBe( 'min(30rem, calc(100vh - 12rem))', ); // 面板自己不再定位:坐标只由右上角锚点一处决定,避免两处各锚一处互相漂移。 expect(sidebar.has('position')).toBe(false); expect(sidebar.has('left')).toBe(false); }); test('锚点贴在工作面右上角,运行表现层不挂这一档,开关沿用次级胶囊样式', () => { const anchor = resolved(['.game-resource-generation-tasks-anchor']); // 锚点是 stage 网格里与工作面同一个单元格的条目:贴右贴顶由网格给,不再用写死 top 的绝对定位 //(写死的 top 会被工具条换行顶穿,验收现场那条「生成任务和菜单栏重叠」就是这么来的)。 expect(anchor.has('position')).toBe(false); expect(declaration(anchor, 'grid-row')).toBe('3'); expect(declaration(anchor, 'grid-column')).toBe('1'); expect(declaration(anchor, 'justify-self')).toBe('end'); expect(declaration(anchor, 'align-self')).toBe('start'); expect(declaration(anchor, 'z-index')).toBe('40'); // 画布顶边内缩一小段,不压在工具条那一行上。 expect(declaration(anchor, 'margin')).toBe('0.85rem'); // 运行表现层不再挂这个锚点(运行页要留给游戏画面,见 `project-development/index.tsx`): // 「让开右上角版本入口」那一档坐标随之退役,留一条死规则在这里只会误导下一次改动。 expect( widthRules.some((rule) => rule.selectors.includes( ".game-resource-generation-tasks-anchor[data-generation-tasks-placement='run']", ), ), ).toBe(false); // UI 编辑器那一档与资源画布同档(第二行),不引入第三套坐标。 const editorAnchor = resolved([ '.game-resource-generation-tasks-anchor', ".game-resource-generation-tasks-anchor[data-generation-tasks-placement='editor']", ]); expect(declaration(editorAnchor, 'grid-row')).toBe('2'); expect(declaration(editorAnchor, 'margin')).toBe('0.85rem'); /* * 资源总览页与资源栏目画布页的**锚点高度不同**:画布页顶部钉着整宽的栏目标题栏 * (右端就是「返回资源总览」入口),锚点必须让开它,否则那枚开关会压在标题栏上 * (验收现场那条「生成任务和标题栏重叠」)。让开的高度与标题栏真实高度是跨文件关系, * 所以这里读全局样式表里的 min-height 断言「让开得比它高」。 */ const titlebarMinHeight = cssLengthToPx( declaration( resolveDeclarations(globalWidthRules, [ '.game-resource-book-scene-titlebar', ]), 'min-height', ), ); const canvasAnchor = resolved([ '.game-resource-generation-tasks-anchor', ".game-resource-generation-tasks-anchor[data-generation-tasks-placement='canvas']", ]); const canvasAnchorTop = cssLengthToPx( declaration(canvasAnchor, 'margin-top'), ); expect(canvasAnchorTop).toBeGreaterThan(titlebarMinHeight); const overviewAnchor = resolved([ '.game-resource-generation-tasks-anchor', ".game-resource-generation-tasks-anchor[data-generation-tasks-placement='canvas-overview']", ]); const overviewAnchorTop = cssLengthToPx( declaration(overviewAnchor, 'margin-top'), ); // 总览页没有那条标题栏:仍贴画布顶边内缩,而且确实比画布页高一档。 expect(overviewAnchorTop).toBe(cssLengthToPx('0.85rem')); expect(overviewAnchorTop).toBeLessThan(canvasAnchorTop); // 开关保留原来工具条那一枚的外观(次级胶囊),只是搬到画布上并加一档面板投影; // 取值仍然全部走平台 token,不引入第二套色板。 const toggle = resolved(['.game-resource-generation-tasks-toggle']); expect(declaration(toggle, 'border-radius')).toBe('999px'); expect(declaration(toggle, 'border')).toBe( '1px solid var(--platform-surface-border)', ); expect(declaration(toggle, 'background')).toBe( 'var(--platform-button-secondary-fill)', ); expect(declaration(toggle, 'color')).toBe( 'var(--platform-button-secondary-text)', ); expect(declaration(toggle, 'box-shadow')).toBe( 'var(--platform-panel-shadow)', ); for (const property of ['border', 'background', 'color', 'box-shadow']) { expect(declaration(toggle, property)).not.toMatch( /#[0-9a-f]{3,8}|rgba?\(|hsla?\(/iu, ); } }); test('窄屏(360px)下锚点拉满画布那一格,面板宽度自适应不溢出', () => { const narrowAnchor = resolved( ['.game-resource-generation-tasks-anchor'], 360, ); expect(declaration(narrowAnchor, 'justify-self')).toBe('stretch'); expect(declaration(narrowAnchor, 'margin')).toBe('0.5rem'); const narrowSidebar = resolved( ['.game-resource-generation-tasks-sidebar'], 360, ); expect(declaration(narrowSidebar, 'width')).toBe('auto'); }); test('prefers-reduced-motion 下进场动画与过渡都被关掉', () => { const reduced = rules.filter((rule) => (rule.media ?? '').includes('prefers-reduced-motion'), ); expect(reduced.length).toBeGreaterThan(0); const motionless = (selector: string, property: string) => reduced.some( (rule) => rule.selectors.includes(selector) && rule.declarations.get(property) === 'none', ); expect( motionless('.game-resource-generation-tasks-sidebar', 'animation'), ).toBe(true); expect( motionless('.game-resource-generation-task-card', 'transition'), ).toBe(true); }); test('资源总览 ↔ 资源画布切换时锚点高度有过渡,减动效下关掉', () => { const anchor = resolved(['.game-resource-generation-tasks-anchor']); expect(declaration(anchor, 'transition')).toContain('margin-top'); const reduced = rules.filter((rule) => (rule.media ?? '').includes('prefers-reduced-motion'), ); expect( reduced.some( (rule) => rule.selectors.includes('.game-resource-generation-tasks-anchor') && rule.declarations.get('transition') === 'none', ), ).toBe(true); }); test('焦点环可见(键盘可见焦点用平台 token)', () => { const focusRule = rules.find((rule) => rule.selectors.includes( '.game-resource-generation-tasks-sidebar-icon-button:focus-visible', ), ); expect(focusRule?.declarations.get('outline')).toBe( '2px solid var(--platform-accent)', ); expect(focusRule?.declarations.get('box-shadow')).toBe( '0 0 0 3px var(--platform-input-focus-ring)', ); }); });