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MicroPythonOS/internal_filesystem/lib/mpos/ui/testing.py
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2026-01-25 00:19:38 +01:00

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Python

"""
Graphical testing utilities for MicroPythonOS.
This module provides utilities for graphical/visual testing and UI automation
that work on both desktop (unix/macOS) and device (ESP32). These functions can
be used by:
- Unit tests for verifying UI behavior
- Apps that want to implement automation or testing features
- Integration tests and end-to-end testing
Important: Functions in this module assume the display, theme, and UI
infrastructure are already initialized (boot.py and main.py executed).
Usage in tests:
from mpos.ui.testing import wait_for_render, capture_screenshot
from mpos import AppManager
# Start your app
AppManager.start_app("com.example.myapp")
# Wait for UI to render
wait_for_render()
# Verify content
assert verify_text_present(lv.screen_active(), "Expected Text")
# Capture screenshot
capture_screenshot("tests/screenshots/mytest.raw")
# Simulate user interaction
simulate_click(160, 120) # Click at center of 320x240 screen
Usage in apps:
from mpos.ui.testing import simulate_click, find_label_with_text
# Automated demo mode
label = find_label_with_text(self.screen, "Start")
if label:
area = lv.area_t()
label.get_coords(area)
simulate_click(area.x1 + 10, area.y1 + 10)
"""
import lvgl as lv
import time
# Simulation globals for touch input
_touch_x = 0
_touch_y = 0
_touch_pressed = False
_touch_indev = None
def wait_for_render(iterations=10):
"""
Wait for LVGL to process UI events and render.
This processes the LVGL task handler multiple times to ensure
all UI updates, animations, and layout changes are complete.
Essential for tests to avoid race conditions.
Args:
iterations: Number of task handler iterations to run (default: 10)
Example:
from mpos import AppManager
AppManager.start_app("com.example.myapp")
wait_for_render() # Ensure UI is ready
assert verify_text_present(lv.screen_active(), "Welcome")
"""
import time
for _ in range(iterations):
lv.task_handler()
time.sleep(0.01) # Small delay between iterations
def capture_screenshot(filepath, width=320, height=240, color_format=lv.COLOR_FORMAT.RGB565):
"""
Capture screenshot of current screen using LVGL snapshot.
The screenshot is saved as raw binary data in the specified color format.
Useful for visual regression testing or documentation.
To convert RGB565 to PNG:
ffmpeg -vcodec rawvideo -f rawvideo -pix_fmt rgb565 -s 320x240 -i file.raw file.png
Or use the conversion script:
cd tests/screenshots
./convert_to_png.sh
Args:
filepath: Path where to save the raw screenshot data
width: Screen width in pixels (default: 320)
height: Screen height in pixels (default: 240)
color_format: LVGL color format (default: RGB565 for memory efficiency)
Returns:
bytearray: The screenshot buffer
Raises:
Exception: If screenshot capture fails
Example:
from mpos.ui.testing import capture_screenshot
capture_screenshot("tests/screenshots/home.raw")
"""
print(f"capture_screenshot writing to {filepath}")
# Calculate buffer size based on color format
if color_format == lv.COLOR_FORMAT.RGB565:
bytes_per_pixel = 2
elif color_format == lv.COLOR_FORMAT.RGB888:
bytes_per_pixel = 3
else:
bytes_per_pixel = 4 # ARGB8888
size = width * height * bytes_per_pixel
buffer = bytearray(size)
image_dsc = lv.image_dsc_t()
# Take snapshot of active screen
lv.snapshot_take_to_buf(lv.screen_active(), color_format, image_dsc, buffer, size)
# Save to file
with open(filepath, "wb") as f:
f.write(buffer)
return buffer
def get_all_widgets_with_text(obj, widgets=None):
"""
Recursively find all widgets that have text in the object hierarchy.
This traverses the entire widget tree starting from obj and
collects all widgets that have a get_text() method and return
non-empty text. This includes labels, checkboxes, buttons with
text, etc.
Args:
obj: LVGL object to search (typically lv.screen_active())
widgets: Internal accumulator list (leave as None)
Returns:
list: List of all widgets with text found in the hierarchy
Example:
widgets = get_all_widgets_with_text(lv.screen_active())
print(f"Found {len(widgets)} widgets with text")
"""
if widgets is None:
widgets = []
# Check if this object has text
try:
if hasattr(obj, 'get_text'):
text = obj.get_text()
if text: # Only add if text is non-empty
widgets.append(obj)
except:
pass # Error getting text or no get_text method
# Recursively check children
try:
child_count = obj.get_child_count()
for i in range(child_count):
child = obj.get_child(i)
get_all_widgets_with_text(child, widgets)
except:
pass # No children or error accessing them
return widgets
def get_all_labels(obj, labels=None):
"""
Recursively find all label widgets in the object hierarchy.
DEPRECATED: Use get_all_widgets_with_text() instead for better
compatibility with all text-containing widgets (labels, checkboxes, etc.)
This traverses the entire widget tree starting from obj and
collects all LVGL label objects. Useful for comprehensive
text verification or debugging.
Args:
obj: LVGL object to search (typically lv.screen_active())
labels: Internal accumulator list (leave as None)
Returns:
list: List of all label objects found in the hierarchy
Example:
labels = get_all_labels(lv.screen_active())
print(f"Found {len(labels)} labels")
"""
# For backwards compatibility, use the new function
return get_all_widgets_with_text(obj, labels)
def find_label_with_text(obj, search_text):
"""
Find a widget containing specific text.
Searches the entire widget hierarchy for any widget (label, checkbox,
button, etc.) whose text contains the search string (substring match).
Returns the first match found.
Args:
obj: LVGL object to search (typically lv.screen_active())
search_text: Text to search for (can be substring)
Returns:
LVGL widget object if found, None otherwise
Example:
widget = find_label_with_text(lv.screen_active(), "Settings")
if widget:
print(f"Found Settings widget at {widget.get_coords()}")
"""
widgets = get_all_widgets_with_text(obj)
for widget in widgets:
try:
text = widget.get_text()
if search_text in text:
return widget
except:
pass # Error getting text from this widget
return None
def get_screen_text_content(obj):
"""
Extract all text content from all widgets on screen.
Useful for debugging or comprehensive text verification.
Returns a list of all text strings found in any widgets with text
(labels, checkboxes, buttons, etc.).
Args:
obj: LVGL object to search (typically lv.screen_active())
Returns:
list: List of all text strings found in widgets
Example:
texts = get_screen_text_content(lv.screen_active())
assert "Welcome" in texts
assert "Version 1.0" in texts
"""
widgets = get_all_widgets_with_text(obj)
texts = []
for widget in widgets:
try:
text = widget.get_text()
if text:
texts.append(text)
except:
pass # Error getting text
return texts
def verify_text_present(obj, expected_text):
"""
Verify that expected text is present somewhere on screen.
This is the primary verification method for graphical tests.
It searches all labels for the expected text (substring match).
Args:
obj: LVGL object to search (typically lv.screen_active())
expected_text: Text that should be present (can be substring)
Returns:
bool: True if text found, False otherwise
Example:
assert verify_text_present(lv.screen_active(), "Settings")
assert verify_text_present(lv.screen_active(), "Version")
"""
return find_label_with_text(obj, expected_text) is not None
def text_to_hex(text):
"""
Convert text to hex representation for debugging.
Useful for identifying Unicode symbols like lv.SYMBOL.SETTINGS
which may not display correctly in terminal output.
Args:
text: String to convert
Returns:
str: Hex representation of the text bytes (UTF-8 encoded)
Example:
>>> text_to_hex("âš™") # lv.SYMBOL.SETTINGS
'e29a99'
"""
try:
return text.encode('utf-8').hex()
except:
return "<encoding error>"
def print_screen_labels(obj):
"""
Debug helper: Print all text found on screen from any widget.
Useful for debugging tests to see what text is actually present.
Prints to stdout with numbered list. Includes text from labels,
checkboxes, buttons, and any other widgets with text.
For each text, also prints the hex representation to help identify
Unicode symbols (like lv.SYMBOL.SETTINGS) that may not display
correctly in terminal output.
Args:
obj: LVGL object to search (typically lv.screen_active())
Example:
# When a test fails, use this to see what's on screen
print_screen_labels(lv.screen_active())
# Output:
# Found 5 text widgets on screen:
# 0: MicroPythonOS (hex: 4d6963726f507974686f6e4f53)
# 1: Version 0.3.3 (hex: 56657273696f6e20302e332e33)
# 2: âš™ (hex: e29a99) <- lv.SYMBOL.SETTINGS
# 3: Force Update (hex: 466f7263652055706461746)
# 4: WiFi (hex: 57694669)
"""
texts = get_screen_text_content(obj)
print(f"Found {len(texts)} text widgets on screen:")
for i, text in enumerate(texts):
hex_repr = text_to_hex(text)
print(f" {i}: {text} (hex: {hex_repr})")
def get_widget_coords(widget):
"""
Get the coordinates of a widget.
Returns the bounding box coordinates of the widget, useful for
clicking on it or verifying its position.
Args:
widget: LVGL widget object
Returns:
dict: Dictionary with keys 'x1', 'y1', 'x2', 'y2', 'center_x', 'center_y'
Returns None if widget is invalid or has no coordinates
Example:
# Find and click on a button
button = find_label_with_text(lv.screen_active(), "Submit")
if button:
coords = get_widget_coords(button.get_parent()) # Get parent button
if coords:
simulate_click(coords['center_x'], coords['center_y'])
"""
try:
area = lv.area_t()
widget.get_coords(area)
return {
'x1': area.x1,
'y1': area.y1,
'x2': area.x2,
'y2': area.y2,
'center_x': (area.x1 + area.x2) // 2,
'center_y': (area.y1 + area.y2) // 2,
'width': area.x2 - area.x1,
'height': area.y2 - area.y1,
}
except:
return None
def find_button_with_text(obj, search_text):
"""
Find a button widget containing specific text in its label.
This is specifically for finding buttons (which contain labels as children)
rather than just labels. Very useful for testing UI interactions.
Args:
obj: LVGL object to search (typically lv.screen_active())
search_text: Text to search for in button labels (can be substring)
Returns:
LVGL button object if found, None otherwise
Example:
submit_btn = find_button_with_text(lv.screen_active(), "Submit")
if submit_btn:
coords = get_widget_coords(submit_btn)
simulate_click(coords['center_x'], coords['center_y'])
"""
# Find the label first
label = find_label_with_text(obj, search_text)
if label:
# Try to get the parent button
try:
parent = label.get_parent()
# Check if parent is a button
if parent.get_class() == lv.button_class:
return parent
# Sometimes there's an extra container layer
grandparent = parent.get_parent()
if grandparent and grandparent.get_class() == lv.button_class:
return grandparent
except:
pass
return None
def get_keyboard_button_coords(keyboard, button_text):
"""
Get the coordinates of a specific button on an LVGL keyboard/buttonmatrix.
This function calculates the exact center position of a keyboard button
by finding its index and computing its position based on the keyboard's
layout, control widths, and actual screen coordinates.
Args:
keyboard: LVGL keyboard widget (or MposKeyboard wrapper)
button_text: Text of the button to find (e.g., "q", "a", "1")
Returns:
dict with 'center_x' and 'center_y', or None if button not found
Example:
from mpos.ui.keyboard import MposKeyboard
keyboard = MposKeyboard(screen)
coords = get_keyboard_button_coords(keyboard, "q")
if coords:
simulate_click(coords['center_x'], coords['center_y'])
"""
# Get the underlying LVGL keyboard if this is a wrapper
if hasattr(keyboard, '_keyboard'):
lvgl_keyboard = keyboard._keyboard
else:
lvgl_keyboard = keyboard
# Find the button index
button_idx = None
for i in range(100): # Check up to 100 buttons
try:
text = lvgl_keyboard.get_button_text(i)
if text == button_text:
button_idx = i
break
except:
break # No more buttons
if button_idx is None:
return None
# Get keyboard widget coordinates
area = lv.area_t()
lvgl_keyboard.get_coords(area)
kb_x = area.x1
kb_y = area.y1
kb_width = area.x2 - area.x1
kb_height = area.y2 - area.y1
# Parse the keyboard layout to find button position
# Note: LVGL get_button_text() skips '\n' markers, so they're not in the indices
# Standard keyboard layout (from MposKeyboard):
# Row 0: 10 buttons (q w e r t y u i o p)
# Row 1: 9 buttons (a s d f g h j k l)
# Row 2: 9 buttons (shift z x c v b n m backspace)
# Row 3: 5 buttons (?123, comma, space, dot, enter)
# Define row lengths for standard keyboard
row_lengths = [10, 9, 9, 5]
# Find which row our button is in
row = 0
buttons_before = 0
for row_len in row_lengths:
if button_idx < buttons_before + row_len:
# Button is in this row
col = button_idx - buttons_before
buttons_this_row = row_len
break
buttons_before += row_len
row += 1
else:
# Button not found in standard layout, use row 0
row = 0
col = button_idx
buttons_this_row = 10
# Calculate position
# Approximate: divide keyboard into equal rows and columns
# (This is simplified - actual LVGL uses control widths, but this is good enough)
num_rows = 4 # Typical keyboard has 4 rows
button_height = kb_height / num_rows
button_width = kb_width / max(buttons_this_row, 1)
# Calculate center position
center_x = int(kb_x + (col * button_width) + (button_width / 2))
center_y = int(kb_y + (row * button_height) + (button_height / 2))
return {
'center_x': center_x,
'center_y': center_y,
'button_idx': button_idx,
'row': row,
'col': col
}
def _touch_read_cb(indev_drv, data):
"""
Internal callback for simulated touch input device.
This callback is registered with LVGL and provides touch state
when simulate_click() is used. Not intended for direct use.
Args:
indev_drv: Input device driver (LVGL internal)
data: Input device data structure to fill
"""
global _touch_x, _touch_y, _touch_pressed
data.point.x = _touch_x
data.point.y = _touch_y
if _touch_pressed:
data.state = lv.INDEV_STATE.PRESSED
else:
data.state = lv.INDEV_STATE.RELEASED
def _ensure_touch_indev():
"""
Ensure that the simulated touch input device is created.
This is called automatically by simulate_click() on first use.
Creates a pointer-type input device that uses _touch_read_cb.
Not intended for direct use.
"""
global _touch_indev
if _touch_indev is None:
_touch_indev = lv.indev_create()
_touch_indev.set_type(lv.INDEV_TYPE.POINTER)
_touch_indev.set_read_cb(_touch_read_cb)
print("Created simulated touch input device")
def simulate_click(x, y, press_duration_ms=100):
"""
Simulate a touch/click at the specified coordinates.
This creates a simulated touch press at (x, y) and automatically
releases it after press_duration_ms milliseconds. The touch is
processed through LVGL's normal input handling, so it triggers
click events, focus changes, scrolling, etc. just like real input.
Useful for:
- Automated testing of UI interactions
- Demo modes in apps
- Accessibility automation
- Integration testing
To find object coordinates for clicking:
obj_area = lv.area_t()
obj.get_coords(obj_area)
center_x = (obj_area.x1 + obj_area.x2) // 2
center_y = (obj_area.y1 + obj_area.y2) // 2
simulate_click(center_x, center_y)
Args:
x: X coordinate to click (in pixels)
y: Y coordinate to click (in pixels)
press_duration_ms: How long to hold the press (default: 100ms)
Example:
from mpos.ui.testing import simulate_click, wait_for_render
# Click at screen center (320x240)
simulate_click(160, 120)
wait_for_render()
# Click on a specific button
button_area = lv.area_t()
my_button.get_coords(button_area)
simulate_click(button_area.x1 + 10, button_area.y1 + 10)
wait_for_render()
"""
global _touch_x, _touch_y, _touch_pressed
# Ensure the touch input device exists
_ensure_touch_indev()
# Set touch position and press state
_touch_x = x
_touch_y = y
_touch_pressed = True
# Process the press event
lv.task_handler()
time.sleep(0.02)
lv.task_handler()
# Wait for press duration
time.sleep(press_duration_ms / 1000.0)
# Release the touch
_touch_pressed = False
# Process the release event - this triggers the CLICKED event
lv.task_handler()
time.sleep(0.02)
lv.task_handler()
time.sleep(0.02)
lv.task_handler()
def click_button(button_text, timeout=5, use_send_event=True):
"""Find and click a button with given text.
Args:
button_text: Text to search for in button labels
timeout: Maximum time to wait for button to appear (default: 5s)
use_send_event: If True, use send_event() which is more reliable for
triggering button actions. If False, use simulate_click()
which simulates actual touch input. (default: True)
Returns:
True if button was found and clicked, False otherwise
"""
start = time.time()
while time.time() - start < timeout:
button = find_button_with_text(lv.screen_active(), button_text)
if button:
coords = get_widget_coords(button)
if coords:
print(f"Clicking button '{button_text}' at ({coords['center_x']}, {coords['center_y']})")
if use_send_event:
# Use send_event for more reliable button triggering
button.send_event(lv.EVENT.CLICKED, None)
else:
# Use simulate_click for actual touch simulation
simulate_click(coords['center_x'], coords['center_y'])
wait_for_render(iterations=20)
return True
wait_for_render(iterations=5)
print(f"ERROR: Button '{button_text}' not found after {timeout}s")
return False
def click_label(label_text, timeout=5, use_send_event=True):
"""Find a label with given text and click on it (or its clickable parent).
This function finds a label, scrolls it into view (with multiple attempts
if needed), verifies it's within the visible viewport, and then clicks it.
If the label itself is not clickable, it will try clicking the parent container.
Args:
label_text: Text to search for in labels
timeout: Maximum time to wait for label to appear (default: 5s)
use_send_event: If True, use send_event() on clickable parent which is more
reliable. If False, use simulate_click(). (default: True)
Returns:
True if label was found and clicked, False otherwise
"""
start = time.time()
while time.time() - start < timeout:
label = find_label_with_text(lv.screen_active(), label_text)
if label:
# Get screen dimensions for viewport check
screen = lv.screen_active()
screen_coords = get_widget_coords(screen)
if not screen_coords:
screen_coords = {'x1': 0, 'y1': 0, 'x2': 320, 'y2': 240}
# Try scrolling multiple times to ensure label is fully visible
max_scroll_attempts = 5
for scroll_attempt in range(max_scroll_attempts):
print(f"Scrolling label to view (attempt {scroll_attempt + 1}/{max_scroll_attempts})...")
label.scroll_to_view_recursive(True)
wait_for_render(iterations=50) # needs quite a bit of time for scroll animation
# Get updated coordinates after scroll
coords = get_widget_coords(label)
if not coords:
break
# Check if label center is within visible viewport
# Account for some margin (e.g., status bar at top, nav bar at bottom)
# Use a larger bottom margin to ensure the element is fully clickable
viewport_top = screen_coords['y1'] + 30 # Account for status bar
viewport_bottom = screen_coords['y2'] - 30 # Larger margin at bottom for clickability
viewport_left = screen_coords['x1']
viewport_right = screen_coords['x2']
center_x = coords['center_x']
center_y = coords['center_y']
is_visible = (viewport_left <= center_x <= viewport_right and
viewport_top <= center_y <= viewport_bottom)
if is_visible:
print(f"Label '{label_text}' is visible at ({center_x}, {center_y})")
# Try to find a clickable parent (container) - many UIs have clickable containers
# with non-clickable labels inside. We'll click on the label's position but
# the event should bubble up to the clickable parent.
click_target = label
clickable_parent = None
click_coords = coords
try:
parent = label.get_parent()
if parent and parent.has_flag(lv.obj.FLAG.CLICKABLE):
# The parent is clickable - we can use send_event on it
clickable_parent = parent
parent_coords = get_widget_coords(parent)
if parent_coords:
print(f"Found clickable parent container: ({parent_coords['x1']}, {parent_coords['y1']}) to ({parent_coords['x2']}, {parent_coords['y2']})")
# Use label's x but ensure y is within parent bounds
click_x = center_x
click_y = center_y
# Clamp to parent bounds with some margin
if click_y < parent_coords['y1'] + 5:
click_y = parent_coords['y1'] + 5
if click_y > parent_coords['y2'] - 5:
click_y = parent_coords['y2'] - 5
click_coords = {'center_x': click_x, 'center_y': click_y}
except Exception as e:
print(f"Could not check parent clickability: {e}")
print(f"Clicking label '{label_text}' at ({click_coords['center_x']}, {click_coords['center_y']})")
if use_send_event and clickable_parent:
# Use send_event on the clickable parent for more reliable triggering
print(f"Using send_event on clickable parent")
clickable_parent.send_event(lv.EVENT.CLICKED, None)
else:
# Use simulate_click for actual touch simulation
simulate_click(click_coords['center_x'], click_coords['center_y'])
wait_for_render(iterations=20)
return True
else:
print(f"Label '{label_text}' at ({center_x}, {center_y}) not fully visible "
f"(viewport: y={viewport_top}-{viewport_bottom}), scrolling more...")
# Additional scroll - try scrolling the parent container
try:
parent = label.get_parent()
if parent:
# Try to find a scrollable ancestor
scrollable = parent
for _ in range(5): # Check up to 5 levels up
try:
grandparent = scrollable.get_parent()
if grandparent:
scrollable = grandparent
except:
break
# Scroll by a fixed amount to bring label more into view
current_scroll = scrollable.get_scroll_y()
if center_y > viewport_bottom:
# Need to scroll down (increase scroll_y)
scrollable.scroll_to_y(current_scroll + 60, True)
elif center_y < viewport_top:
# Need to scroll up (decrease scroll_y)
scrollable.scroll_to_y(max(0, current_scroll - 60), True)
wait_for_render(iterations=30)
except Exception as e:
print(f"Additional scroll failed: {e}")
# If we exhausted scroll attempts, try clicking anyway
coords = get_widget_coords(label)
if coords:
# Try to find a clickable parent even for fallback click
click_coords = coords
try:
parent = label.get_parent()
if parent and parent.has_flag(lv.obj.FLAG.CLICKABLE):
parent_coords = get_widget_coords(parent)
if parent_coords:
click_coords = parent_coords
print(f"Using clickable parent for fallback click")
except:
pass
print(f"Clicking at ({click_coords['center_x']}, {click_coords['center_y']}) after max scroll attempts")
# Try to use send_event if we have a clickable parent
try:
parent = label.get_parent()
if use_send_event and parent and parent.has_flag(lv.obj.FLAG.CLICKABLE):
print(f"Using send_event on clickable parent for fallback")
parent.send_event(lv.EVENT.CLICKED, None)
else:
simulate_click(click_coords['center_x'], click_coords['center_y'])
except:
simulate_click(click_coords['center_x'], click_coords['center_y'])
wait_for_render(iterations=20)
return True
wait_for_render(iterations=5)
print(f"ERROR: Label '{label_text}' not found after {timeout}s")
return False
def find_text_on_screen(text):
"""Check if text is present on screen."""
return find_label_with_text(lv.screen_active(), text) is not None
def click_keyboard_button(keyboard, button_text, use_direct=True):
"""
Click a keyboard button reliably.
This function handles the complexity of clicking keyboard buttons.
For MposKeyboard, it directly manipulates the textarea (most reliable).
For raw lv.keyboard, it uses simulate_click with coordinates.
Args:
keyboard: MposKeyboard instance or lv.keyboard widget
button_text: Text of the button to click (e.g., "q", "a", "1")
use_direct: If True (default), directly manipulate textarea for MposKeyboard.
If False, use simulate_click with coordinates.
Returns:
bool: True if button was found and clicked, False otherwise
Example:
from mpos.ui.keyboard import MposKeyboard
from mpos.ui.testing import click_keyboard_button, wait_for_render
keyboard = MposKeyboard(screen)
keyboard.set_textarea(textarea)
# Click the 'q' button
success = click_keyboard_button(keyboard, "q")
wait_for_render(10)
# Verify text was added
assert textarea.get_text() == "q"
"""
# Check if this is an MposKeyboard wrapper
is_mpos_keyboard = hasattr(keyboard, '_keyboard') and hasattr(keyboard, '_textarea')
if is_mpos_keyboard:
lvgl_keyboard = keyboard._keyboard
else:
lvgl_keyboard = keyboard
# Find button index by searching through all buttons
button_idx = None
for i in range(100): # Check up to 100 buttons
try:
text = lvgl_keyboard.get_button_text(i)
if text == button_text:
button_idx = i
break
except:
break # No more buttons
if button_idx is None:
print(f"click_keyboard_button: Button '{button_text}' not found on keyboard")
return False
if use_direct and is_mpos_keyboard:
# For MposKeyboard, directly manipulate the textarea
# This is the most reliable approach for testing
textarea = keyboard._textarea
if textarea is None:
print(f"click_keyboard_button: No textarea connected to keyboard")
return False
current_text = textarea.get_text()
# Handle special keys (matching keyboard.py logic)
if button_text == lv.SYMBOL.BACKSPACE:
new_text = current_text[:-1]
elif button_text == " " or button_text == keyboard.LABEL_SPACE:
new_text = current_text + " "
elif button_text in [lv.SYMBOL.UP, lv.SYMBOL.DOWN, keyboard.LABEL_LETTERS,
keyboard.LABEL_NUMBERS_SPECIALS, keyboard.LABEL_SPECIALS,
lv.SYMBOL.OK]:
# Mode switching or OK - don't modify text
print(f"click_keyboard_button: '{button_text}' is a control key, not adding to textarea")
wait_for_render(10)
return True
else:
# Regular character
new_text = current_text + button_text
textarea.set_text(new_text)
wait_for_render(10)
print(f"click_keyboard_button: Clicked '{button_text}' at index {button_idx} using direct textarea manipulation")
else:
# Use coordinate-based clicking
coords = get_keyboard_button_coords(keyboard, button_text)
if coords:
simulate_click(coords['center_x'], coords['center_y'])
wait_for_render(20) # More time for event processing
print(f"click_keyboard_button: Clicked '{button_text}' at ({coords['center_x']}, {coords['center_y']}) using simulate_click")
else:
print(f"click_keyboard_button: Could not get coordinates for '{button_text}'")
return False
return True