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) AddNote()
- 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) EnterEditMode()
- func (s *CanvasSteps) FindCurrentDraft() *models.CanvasVersion
- 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) Publish()
- 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) WaitForExecution(name string, state string, timeout time.Duration)
- func (s *CanvasSteps) WaitForExecutionInStates(name string, states []string, timeout time.Duration)
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) AddNote ¶ added in v0.16.0
func (s *CanvasSteps) AddNote()
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) EnterEditMode ¶ added in v0.17.0
func (s *CanvasSteps) EnterEditMode()
EnterEditMode clicks the Editor segment in the header to create a draft version. This must be called before making any canvas changes.
func (*CanvasSteps) FindCurrentDraft ¶ added in v0.17.0
func (s *CanvasSteps) FindCurrentDraft() *models.CanvasVersion
FindCurrentDraft returns the current draft version for this canvas, or nil if none exists.
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) Publish ¶ added in v0.17.0
func (s *CanvasSteps) Publish()
Publish clicks the Publish button in the header to publish the current draft version. This should be called after making and saving canvas changes.
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) 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)