fantoccini/actions.rs
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//! Actions functionality for WebDriver.
#[cfg(doc)]
use crate::client::Client;
use crate::elements::Element;
#[cfg(doc)]
use crate::key::Key;
use std::fmt::Debug;
use std::time::Duration;
use webdriver::actions as WDActions;
/// An action not associated with an input device (e.g. pause).
///
/// See [17.4.1 General Actions](https://www.w3.org/TR/webdriver1/#general-actions) of the
/// WebDriver standard.
#[derive(Debug, Clone)]
#[non_exhaustive]
pub enum NullAction {
/// Pause for the specified duration.
Pause {
/// The pause duration.
duration: Duration,
},
}
impl NullAction {
fn into_item(self) -> WDActions::NullActionItem {
match self {
NullAction::Pause { duration } => WDActions::NullActionItem::General(
WDActions::GeneralAction::Pause(WDActions::PauseAction {
duration: Some(duration.as_millis() as u64),
}),
),
}
}
}
/// An action performed with a keyboard.
///
/// See [17.4.2 Keyboard Actions](https://www.w3.org/TR/webdriver1/#keyboard-actions) of the
/// WebDriver standard.
#[derive(Debug, Clone)]
#[non_exhaustive]
pub enum KeyAction {
/// Pause action.
/// Useful for adding pauses between other key actions.
Pause {
/// The pause duration, given in milliseconds.
duration: Duration,
},
/// Key up action.
Up {
/// The key code, e.g. `'a'`. See the [`Key`] enum for special key codes.
value: char,
},
/// Key down action.
Down {
/// The key code, e.g. `'a'`. See the [`Key`] enum for special key codes.
value: char,
},
}
impl KeyAction {
fn into_item(self) -> WDActions::KeyActionItem {
use webdriver::actions::{KeyAction as WDKeyAction, KeyDownAction, KeyUpAction};
match self {
KeyAction::Pause { duration } => WDActions::KeyActionItem::General(
WDActions::GeneralAction::Pause(WDActions::PauseAction {
duration: Some(duration.as_millis() as u64),
}),
),
KeyAction::Up { value } => {
WDActions::KeyActionItem::Key(WDKeyAction::Up(KeyUpAction {
value: value.to_string(),
}))
}
KeyAction::Down { value } => {
WDActions::KeyActionItem::Key(WDKeyAction::Down(KeyDownAction {
value: value.to_string(),
}))
}
}
}
}
/// Left mouse button constant for use with `PointerAction`.
pub const MOUSE_BUTTON_LEFT: u64 = 0;
/// Middle mouse button constant for use with `PointerAction`.
pub const MOUSE_BUTTON_MIDDLE: u64 = 1;
/// Right mouse button constant for use with `PointerAction`.
pub const MOUSE_BUTTON_RIGHT: u64 = 2;
/// An action performed with a pointer device.
///
/// This can be a mouse, pen or touch device.
///
/// See [17.4.3 Pointer Actions](https://www.w3.org/TR/webdriver1/#pointer-actions) of the
/// WebDriver standard.
#[derive(Debug, Clone)]
#[non_exhaustive]
pub enum PointerAction {
/// Pause action.
/// Useful for adding pauses between other key actions.
Pause {
/// The pause duration, given in milliseconds.
duration: Duration,
},
/// Pointer button down.
Down {
/// The mouse button index.
///
/// The following constants are provided, but any mouse index can be used
/// to represent the corresponding mouse button.
/// - [`MOUSE_BUTTON_LEFT`]
/// - [`MOUSE_BUTTON_MIDDLE`]
/// - [`MOUSE_BUTTON_RIGHT`]
button: u64,
},
/// Pointer button up.
Up {
/// The mouse button index.
///
/// The following constants are provided, but any mouse index can be used
/// to represent the corresponding mouse button.
/// - [`MOUSE_BUTTON_LEFT`]
/// - [`MOUSE_BUTTON_MIDDLE`]
/// - [`MOUSE_BUTTON_RIGHT`]
button: u64,
},
/// Move the pointer relative to the current position.
///
/// The x and y offsets are relative to the current pointer position.
MoveBy {
/// The move duration.
duration: Option<Duration>,
/// `x` offset, in pixels.
x: i64,
/// `y` offset, in pixels.
y: i64,
},
/// Move the pointer to a new position.
///
/// The x and y offsets are relative to the top-left corner of the viewport.
MoveTo {
/// The move duration.
duration: Option<Duration>,
/// `x` offset, in pixels.
x: i64,
/// `y` offset, in pixels.
y: i64,
},
/// Move the pointer to a position relative to the specified element.
MoveToElement {
/// The element to move the pointer in relation to. The `x` and `y` offsets are relative
/// to this element's center position.
element: Element,
/// The move duration.
duration: Option<Duration>,
/// `x` offset, in pixels.
x: i64,
/// `y` offset, in pixels.
y: i64,
},
/// Pointer cancel action. Used to cancel the current pointer action.
Cancel,
}
impl PointerAction {
fn into_item(self) -> WDActions::PointerActionItem {
match self {
PointerAction::Pause { duration } => WDActions::PointerActionItem::General(
WDActions::GeneralAction::Pause(WDActions::PauseAction {
duration: Some(duration.as_millis() as u64),
}),
),
PointerAction::Down { button } => WDActions::PointerActionItem::Pointer(
WDActions::PointerAction::Down(WDActions::PointerDownAction {
button,
..Default::default()
}),
),
PointerAction::Up { button } => WDActions::PointerActionItem::Pointer(
WDActions::PointerAction::Up(WDActions::PointerUpAction {
button,
..Default::default()
}),
),
PointerAction::MoveBy { duration, x, y } => WDActions::PointerActionItem::Pointer(
WDActions::PointerAction::Move(WDActions::PointerMoveAction {
duration: duration.map(|x| x.as_millis() as u64),
origin: WDActions::PointerOrigin::Pointer,
x: Some(x),
y: Some(y),
..Default::default()
}),
),
PointerAction::MoveTo { duration, x, y } => WDActions::PointerActionItem::Pointer(
WDActions::PointerAction::Move(WDActions::PointerMoveAction {
duration: duration.map(|x| x.as_millis() as u64),
origin: WDActions::PointerOrigin::Viewport,
x: Some(x),
y: Some(y),
..Default::default()
}),
),
PointerAction::MoveToElement {
element,
duration,
x,
y,
} => WDActions::PointerActionItem::Pointer(WDActions::PointerAction::Move(
WDActions::PointerMoveAction {
duration: duration.map(|x| x.as_millis() as u64),
origin: WDActions::PointerOrigin::Element(element.element),
x: Some(x),
y: Some(y),
..Default::default()
},
)),
PointerAction::Cancel => {
WDActions::PointerActionItem::Pointer(WDActions::PointerAction::Cancel)
}
}
}
}
/// A sequence containing [`Null` actions](NullAction).
#[derive(Debug, Clone)]
pub struct NullActions {
/// A unique identifier to distinguish this input source from others.
///
/// Choose a meaningful string as it may be useful for debugging.
id: String,
/// The list of actions for this sequence.
actions: Vec<NullAction>,
}
impl NullActions {
/// Create a new NullActions sequence.
///
/// The id can be any string but must uniquely identify this input source.
pub fn new(id: String) -> Self {
Self {
id,
actions: Vec::new(),
}
}
}
impl From<NullActions> for ActionSequence {
fn from(na: NullActions) -> Self {
ActionSequence(WDActions::ActionSequence {
id: na.id,
actions: WDActions::ActionsType::Null {
actions: na.actions.into_iter().map(|x| x.into_item()).collect(),
},
})
}
}
/// A sequence containing [`Key` actions](KeyAction).
#[derive(Debug, Clone)]
pub struct KeyActions {
/// A unique identifier to distinguish this input source from others.
///
/// Choose a meaningful string as it may be useful for debugging.
id: String,
/// The list of actions for this sequence.
actions: Vec<KeyAction>,
}
impl KeyActions {
/// Create a new KeyActions sequence.
///
/// The id can be any string but must uniquely identify this input source.
pub fn new(id: String) -> Self {
Self {
id,
actions: Vec::new(),
}
}
}
impl From<KeyActions> for ActionSequence {
fn from(ka: KeyActions) -> Self {
ActionSequence(WDActions::ActionSequence {
id: ka.id,
actions: WDActions::ActionsType::Key {
actions: ka.actions.into_iter().map(|x| x.into_item()).collect(),
},
})
}
}
/// A sequence containing [`Pointer` actions](PointerAction) for a mouse.
#[derive(Debug, Clone)]
pub struct MouseActions {
/// A unique identifier to distinguish this input source from others.
///
/// Choose a meaningful string as it may be useful for debugging.
id: String,
/// The list of actions for this sequence.
actions: Vec<PointerAction>,
}
impl MouseActions {
/// Create a new `MouseActions` sequence.
///
/// The id can be any string but must uniquely identify this input source.
pub fn new(id: String) -> Self {
Self {
id,
actions: Vec::new(),
}
}
}
impl From<MouseActions> for ActionSequence {
fn from(ma: MouseActions) -> Self {
ActionSequence(WDActions::ActionSequence {
id: ma.id,
actions: WDActions::ActionsType::Pointer {
parameters: WDActions::PointerActionParameters {
pointer_type: WDActions::PointerType::Mouse,
},
actions: ma.actions.into_iter().map(|x| x.into_item()).collect(),
},
})
}
}
/// A sequence containing [`Pointer` actions](PointerAction) for a pen device.
#[derive(Debug, Clone)]
pub struct PenActions {
/// A unique identifier to distinguish this input source from others.
///
/// Choose a meaningful string as it may be useful for debugging.
id: String,
/// The list of actions for this sequence.
actions: Vec<PointerAction>,
}
impl PenActions {
/// Create a new `PenActions` sequence.
///
/// The id can be any string but must uniquely identify this input source.
pub fn new(id: String) -> Self {
Self {
id,
actions: Vec::new(),
}
}
}
impl From<PenActions> for ActionSequence {
fn from(pa: PenActions) -> Self {
ActionSequence(WDActions::ActionSequence {
id: pa.id,
actions: WDActions::ActionsType::Pointer {
parameters: WDActions::PointerActionParameters {
pointer_type: WDActions::PointerType::Pen,
},
actions: pa.actions.into_iter().map(|x| x.into_item()).collect(),
},
})
}
}
/// A sequence containing [`Pointer` actions](PointerAction) for a touch device.
#[derive(Debug, Clone)]
pub struct TouchActions {
/// A unique identifier to distinguish this input source from others.
///
/// Choose a meaningful string as it may be useful for debugging.
id: String,
/// The list of actions for this sequence.
actions: Vec<PointerAction>,
}
impl TouchActions {
/// Create a new `TouchActions` sequence.
///
/// The id can be any string but must uniquely identify this input source.
pub fn new(id: String) -> Self {
Self {
id,
actions: Vec::new(),
}
}
}
impl From<TouchActions> for ActionSequence {
fn from(ta: TouchActions) -> Self {
ActionSequence(WDActions::ActionSequence {
id: ta.id,
actions: WDActions::ActionsType::Pointer {
parameters: WDActions::PointerActionParameters {
pointer_type: WDActions::PointerType::Touch,
},
actions: ta.actions.into_iter().map(|x| x.into_item()).collect(),
},
})
}
}
/// A sequence of actions to be performed.
///
/// See the documentation for [`Actions`] for more details.
#[derive(Debug)]
pub struct ActionSequence(pub(crate) WDActions::ActionSequence);
/// A source capable of providing inputs for a browser action chain.
///
/// See [input source](https://www.w3.org/TR/webdriver1/#dfn-input-sources) in the
/// WebDriver standard.
///
/// Each sequence type implements `InputSource` which provides a `pause()` and a `then()`
/// method. Each call to `pause()` or `then()` represents one tick for this sequence.
pub trait InputSource: Into<ActionSequence> {
/// The action type associated with this `InputSource`.
type Action;
/// Add a pause action to the sequence for this input source.
#[must_use]
fn pause(self, duration: Duration) -> Self;
/// Add the specified action to the sequence for this input source.
#[must_use]
fn then(self, action: Self::Action) -> Self;
}
impl InputSource for NullActions {
type Action = NullAction;
fn pause(self, duration: Duration) -> Self {
self.then(NullAction::Pause { duration })
}
fn then(mut self, action: Self::Action) -> Self {
self.actions.push(action);
self
}
}
impl InputSource for KeyActions {
type Action = KeyAction;
fn pause(self, duration: Duration) -> Self {
self.then(KeyAction::Pause { duration })
}
fn then(mut self, action: Self::Action) -> Self {
self.actions.push(action);
self
}
}
impl InputSource for MouseActions {
type Action = PointerAction;
fn pause(self, duration: Duration) -> Self {
self.then(PointerAction::Pause { duration })
}
fn then(mut self, action: Self::Action) -> Self {
self.actions.push(action);
self
}
}
impl InputSource for PenActions {
type Action = PointerAction;
fn pause(self, duration: Duration) -> Self {
self.then(PointerAction::Pause { duration })
}
fn then(mut self, action: Self::Action) -> Self {
self.actions.push(action);
self
}
}
impl InputSource for TouchActions {
type Action = PointerAction;
fn pause(self, duration: Duration) -> Self {
self.then(PointerAction::Pause { duration })
}
fn then(mut self, action: Self::Action) -> Self {
self.actions.push(action);
self
}
}
/// A list of action sequences to be performed via [`Client::perform_actions()`]
///
/// An [`ActionSequence`] is a sequence of actions of a specific type.
///
/// Multiple sequences can be represented as a table, where each row contains a
/// sequence and each column is 1 "tick" of time. The duration of any given tick
/// will be equal to the longest duration of any individual action in that column.
///
/// See the following example diagram:
///
/// ```ignore
/// Tick -> 1 2 3
/// |===================================================================
/// | KeyActions | Down | Up | Pause |
/// |-------------------------------------------------------------------
/// | PointerActions | Down | Pause (2 seconds) | Up |
/// |-------------------------------------------------------------------
/// | (other sequence) | Pause | Pause | Pause |
/// |===================================================================
/// ```
///
/// At tick 1, both a `KeyAction::Down` and a `PointerAction::Down` are triggered
/// simultaneously.
///
/// At tick 2, only a `KeyAction::Up` is triggered. Meanwhile the pointer sequence
/// has a `PointerAction::Pause` for 2 seconds. Note that tick 3 does not start
/// until all of the actions from tick 2 have completed, including any pauses.
///
/// At tick 3, only a `PointerAction::Up` is triggered.
///
/// The bottom sequence is just to show that other sequences can be added. This could
/// be any of `NullActions`, `KeyActions` or `PointerActions`. There is no theoretical
/// limit to the number of sequences that can be specified.
#[derive(Debug, Default)]
pub struct Actions {
pub(crate) sequences: Vec<ActionSequence>,
}
impl Actions {
/// Append the specified sequence to the list of sequences.
#[must_use]
pub fn and(mut self, sequence: impl Into<ActionSequence>) -> Self {
self.sequences.push(sequence.into());
self
}
}
impl<T> From<T> for Actions
where
T: Into<ActionSequence>,
{
fn from(sequence: T) -> Self {
Self {
sequences: vec![sequence.into()],
}
}
}
impl<T> From<Vec<T>> for Actions
where
T: Into<ActionSequence>,
{
fn from(sequences: Vec<T>) -> Self {
Self {
sequences: sequences.into_iter().map(|x| x.into()).collect(),
}
}
}