Documentation
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Index ¶
- type CanvasSteps
- func (s *CanvasSteps) AddApproval(nodeName string, pos models.Position)
- func (s *CanvasSteps) AddFilter(name string, pos models.Position)
- func (s *CanvasSteps) AddManualTrigger(name string, pos models.Position)
- func (s *CanvasSteps) AddNoop(name string, pos models.Position)
- func (s *CanvasSteps) AddNoopWithDefaultName(pos models.Position) string
- func (s *CanvasSteps) AddTimeGate(name string, pos models.Position)
- func (s *CanvasSteps) AddWait(name string, pos models.Position, duration int, unit string)
- func (s *CanvasSteps) ClickOnEmptyCanvasArea()
- func (s *CanvasSteps) Connect(sourceName, targetName string)
- func (s *CanvasSteps) Create()
- func (s *CanvasSteps) DeleteConnection(sourceName, targetName string)
- func (s *CanvasSteps) GetExecutionsForNode(name string) []models.CanvasNodeExecution
- func (s *CanvasSteps) GetExecutionsForNodeInState(name string, state string) []models.CanvasNodeExecution
- func (s *CanvasSteps) GetExecutionsForNodeInStates(name string, states []string) []models.CanvasNodeExecution
- func (s *CanvasSteps) GetNodeFromDB(name string) *models.CanvasNode
- func (s *CanvasSteps) GetWorkflowFromDB() *models.Canvas
- func (s *CanvasSteps) OpenBuildingBlocksSidebar()
- func (s *CanvasSteps) RenameNode(name string, newName string)
- func (s *CanvasSteps) RunManualTrigger(name string)
- func (s *CanvasSteps) Save()
- func (s *CanvasSteps) SelectAllNodes()
- func (s *CanvasSteps) StartAddingTimeGate(name string, pos models.Position)
- func (s *CanvasSteps) StartEditingNode(name string)
- func (s *CanvasSteps) Visit()
- func (s *CanvasSteps) WaitForCanvasSaveStatusSaved()
- func (s *CanvasSteps) WaitForExecution(name string, state string, timeout time.Duration)
- func (s *CanvasSteps) WaitForExecutionInStates(name string, states []string, timeout time.Duration)
- type ComponentSteps
- func (s *ComponentSteps) AddApproval(nodeName string, pos models.Position)
- func (s *ComponentSteps) AddConfigurationField(fieldName, fieldLabel string)
- func (s *ComponentSteps) AddManualTrigger(name string, pos models.Position)
- func (s *ComponentSteps) AddNoop(name string, pos models.Position)
- func (s *ComponentSteps) AddOutputChannel(channelName, nodeName, nodeOutputChannel string)
- func (s *ComponentSteps) AddTimeGate(name string, pos models.Position)
- func (s *ComponentSteps) AddWait(name string, pos models.Position, duration int, unit string)
- func (s *ComponentSteps) AssertConfigurationFieldExists(fieldName, fieldLabel, fieldType string)
- func (s *ComponentSteps) AssertOutputChannelExists(channelName, nodeName, nodeOutputChannel string)
- func (s *ComponentSteps) ClickAddConfig()
- func (s *ComponentSteps) ClickOutputChannelsTab()
- func (s *ComponentSteps) Connect(sourceName, targetName string)
- func (s *ComponentSteps) Create()
- func (s *ComponentSteps) OpenBuildingBlocksSidebar()
- func (s *ComponentSteps) OpenComponentSettings()
- func (s *ComponentSteps) RunManualTrigger(name string)
- func (s *ComponentSteps) Save()
- func (s *ComponentSteps) StartAddingTimeGate(name string, pos models.Position)
- func (s *ComponentSteps) StartEditingNode(name string)
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
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) 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) 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) AddOutputChannel ¶
func (s *ComponentSteps) AddOutputChannel(channelName, nodeName, nodeOutputChannel string)
func (*ComponentSteps) AddTimeGate ¶
func (s *ComponentSteps) AddTimeGate(name string, pos models.Position)
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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