shared

package
v0.14.0 Latest Latest
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Published: Mar 29, 2026 License: Apache-2.0 Imports: 12 Imported by: 0

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Constants

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Variables

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Functions

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Types

type CanvasSteps

type CanvasSteps struct {
	CanvasName string
	WorkflowID uuid.UUID
	// contains filtered or unexported fields
}

func NewCanvasSteps

func NewCanvasSteps(name string, t *testing.T, session *session.TestSession) *CanvasSteps

func (*CanvasSteps) AddApproval

func (s *CanvasSteps) AddApproval(nodeName string, pos models.Position)

func (*CanvasSteps) AddFilter added in v0.1.4

func (s *CanvasSteps) AddFilter(name string, pos models.Position)

func (*CanvasSteps) AddManualTrigger

func (s *CanvasSteps) AddManualTrigger(name string, pos models.Position)

func (*CanvasSteps) AddNoop

func (s *CanvasSteps) AddNoop(name string, pos models.Position)

func (*CanvasSteps) AddNoopWithDefaultName added in v0.1.4

func (s *CanvasSteps) AddNoopWithDefaultName(pos models.Position) string

AddNoopWithDefaultName adds a noop node using the auto-generated name and returns that name.

func (*CanvasSteps) AddTimeGate

func (s *CanvasSteps) AddTimeGate(name string, pos models.Position)

func (*CanvasSteps) AddWait

func (s *CanvasSteps) AddWait(name string, pos models.Position, duration int, unit string)

func (*CanvasSteps) ClickOnEmptyCanvasArea added in v0.14.0

func (s *CanvasSteps) ClickOnEmptyCanvasArea()

ClickOnEmptyCanvasArea clicks on an empty area of the canvas to dismiss any open sidebars and deselect all nodes.

func (*CanvasSteps) Connect

func (s *CanvasSteps) Connect(sourceName, targetName string)

func (*CanvasSteps) Create

func (s *CanvasSteps) Create()

func (*CanvasSteps) DeleteConnection

func (s *CanvasSteps) DeleteConnection(sourceName, targetName string)

func (*CanvasSteps) GetExecutionsForNode

func (s *CanvasSteps) GetExecutionsForNode(name string) []models.CanvasNodeExecution

func (*CanvasSteps) GetExecutionsForNodeInState

func (s *CanvasSteps) GetExecutionsForNodeInState(name string, state string) []models.CanvasNodeExecution

func (*CanvasSteps) GetExecutionsForNodeInStates added in v0.1.6

func (s *CanvasSteps) GetExecutionsForNodeInStates(name string, states []string) []models.CanvasNodeExecution

func (*CanvasSteps) GetNodeFromDB

func (s *CanvasSteps) GetNodeFromDB(name string) *models.CanvasNode

func (*CanvasSteps) GetWorkflowFromDB

func (s *CanvasSteps) GetWorkflowFromDB() *models.Canvas

func (*CanvasSteps) OpenBuildingBlocksSidebar

func (s *CanvasSteps) OpenBuildingBlocksSidebar()

func (*CanvasSteps) RenameNode

func (s *CanvasSteps) RenameNode(name string, newName string)

func (*CanvasSteps) RunManualTrigger

func (s *CanvasSteps) RunManualTrigger(name string)

func (*CanvasSteps) Save

func (s *CanvasSteps) Save()

func (*CanvasSteps) SelectAllNodes added in v0.14.0

func (s *CanvasSteps) SelectAllNodes()

SelectAllNodes performs a rubber-band drag selection across the entire visible canvas area to select all nodes. The sidebar must be closed before calling this.

func (*CanvasSteps) StartAddingTimeGate

func (s *CanvasSteps) StartAddingTimeGate(name string, pos models.Position)

func (*CanvasSteps) StartEditingNode

func (s *CanvasSteps) StartEditingNode(name string)

func (*CanvasSteps) Visit

func (s *CanvasSteps) Visit()

func (*CanvasSteps) WaitForCanvasSaveStatusSaved added in v0.14.0

func (s *CanvasSteps) WaitForCanvasSaveStatusSaved()

WaitForCanvasSaveStatusSaved waits until the canvas is durably saved. It avoids returning on the initial stale "saved" state by giving autosave one debounce window to start, but still accepts saves that completed before the waiter began observing.

func (*CanvasSteps) WaitForExecution

func (s *CanvasSteps) WaitForExecution(name string, state string, timeout time.Duration)

func (*CanvasSteps) WaitForExecutionInStates added in v0.1.6

func (s *CanvasSteps) WaitForExecutionInStates(name string, states []string, timeout time.Duration)

type ComponentSteps

type ComponentSteps struct {
	ComponentName string
	// contains filtered or unexported fields
}

func NewComponentSteps

func NewComponentSteps(name string, t *testing.T, session *session.TestSession) *ComponentSteps

func (*ComponentSteps) AddApproval

func (s *ComponentSteps) AddApproval(nodeName string, pos models.Position)

func (*ComponentSteps) AddConfigurationField

func (s *ComponentSteps) AddConfigurationField(fieldName, fieldLabel string)

func (*ComponentSteps) AddManualTrigger

func (s *ComponentSteps) AddManualTrigger(name string, pos models.Position)

func (*ComponentSteps) AddNoop

func (s *ComponentSteps) AddNoop(name string, pos models.Position)

func (*ComponentSteps) AddOutputChannel

func (s *ComponentSteps) AddOutputChannel(channelName, nodeName, nodeOutputChannel string)

func (*ComponentSteps) AddTimeGate

func (s *ComponentSteps) AddTimeGate(name string, pos models.Position)

func (*ComponentSteps) AddWait

func (s *ComponentSteps) AddWait(name string, pos models.Position, duration int, unit string)

func (*ComponentSteps) AssertConfigurationFieldExists

func (s *ComponentSteps) AssertConfigurationFieldExists(fieldName, fieldLabel, fieldType string)

func (*ComponentSteps) AssertOutputChannelExists

func (s *ComponentSteps) AssertOutputChannelExists(channelName, nodeName, nodeOutputChannel string)

func (*ComponentSteps) ClickAddConfig

func (s *ComponentSteps) ClickAddConfig()

func (*ComponentSteps) ClickOutputChannelsTab

func (s *ComponentSteps) ClickOutputChannelsTab()

func (*ComponentSteps) Connect

func (s *ComponentSteps) Connect(sourceName, targetName string)

func (*ComponentSteps) Create

func (s *ComponentSteps) Create()

func (*ComponentSteps) OpenBuildingBlocksSidebar

func (s *ComponentSteps) OpenBuildingBlocksSidebar()

func (*ComponentSteps) OpenComponentSettings

func (s *ComponentSteps) OpenComponentSettings()

func (*ComponentSteps) RunManualTrigger

func (s *ComponentSteps) RunManualTrigger(name string)

func (*ComponentSteps) Save

func (s *ComponentSteps) Save()

func (*ComponentSteps) StartAddingTimeGate

func (s *ComponentSteps) StartAddingTimeGate(name string, pos models.Position)

func (*ComponentSteps) StartEditingNode

func (s *ComponentSteps) StartEditingNode(name string)

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