feat: make test-ui checks the UI files with blueprint-compiler
The interface is hand-written GtkBuilder XML and nothing in the build can see a mistake in it: a
property a class does not have, or a child a container does not accept, is a Gtk-ERROR when the
window is built -- and Gtk-ERROR aborts the process, so a typo in a .ui takes the application down
rather than failing to open a dialog. xml-stripblanks catches malformed XML and nothing else, and
the probes catch the rest only for the windows they open. Three of those aborts happened during
this refactor.
tools/check_ui.py round-trips each file through blueprint-compiler: decompile to blueprint, then
compile that, which type-checks every property and child type against the GIR. The XML stays the
source of truth and stays hand-written -- this is a check, not a compiler, and nothing here is
needed to build the application. Which is why the target is opt-in (no ALL) and the tool is looked
for at configure time rather than required: without it the target is absent, not silently passing.
$ make -C build test-ui
check_ui: 5 files in src/ui
ok help.ui ... source-form.ui
check_ui: 5 ok, 0 failed
Injected the exact mistake that cost a run earlier (an AdwEntryRow subtitle) and the check caught
it, with the caret and the "did you mean title?" hint, exiting non-zero. --lint prints the linter's
advice separately: it is advice, and the linter has opinions this project does not share.
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@@ -102,6 +102,31 @@ add_custom_command(
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set_source_files_properties(${CMAKE_CURRENT_BINARY_DIR}/udpscope_ui_resources.c
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PROPERTIES COMPILE_OPTIONS "-Wno-overlength-strings")
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# --- the UI files: an opt-in check, never part of `cmake --build` ---------------
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# The interface is hand-written GtkBuilder XML, and nothing in the build sees a mistake in it: a
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# property a class does not have is a `Gtk-ERROR` when the window is built, and `Gtk-ERROR` *aborts
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# the process* -- so a typo takes the application down rather than failing to open a dialog.
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# `xml-stripblanks` catches malformed XML and nothing else, and the probes catch the rest only for the
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# windows they open.
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#
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# blueprint-compiler type-checks every property and child type against the GIR, and it reads XML as
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# well as blueprint (`decompile` turns one into the other), so `tools/check_ui.py` round-trips each
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# file through it. The XML stays the source of truth and stays hand-written; nothing here is needed to
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# build the application, which is the whole point of not converting the files.
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#
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# No ALL: this runs only when it is named, so `cmake --build build` is unaffected and
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# blueprint-compiler is not a build dependency.
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find_program(UDPSCOPE_PYTHON NAMES python3)
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if(UDPSCOPE_PYTHON)
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add_custom_target(test-ui
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COMMAND ${UDPSCOPE_PYTHON} ${CMAKE_CURRENT_SOURCE_DIR}/tools/check_ui.py ${UDPSCOPE_UI_DIR}
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DEPENDS ${UDPSCOPE_UI_FILES} ${CMAKE_CURRENT_SOURCE_DIR}/tools/check_ui.py
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COMMENT "Checking the UI files with blueprint-compiler"
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VERBATIM)
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else()
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message(WARNING "python3 was not found: the test-ui target is not available")
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endif()
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# --- build info: version, commit and timestamp compiled into the binary -------
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# Written at configure time so add_executable can name the file, and again on every
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# build so the commit and the timestamp belong to the binary that is running rather
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@@ -34,6 +34,24 @@ deliberate: the entry then always launches exactly the binary that was last buil
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`StartupWMClass` is needed — GTK takes the WM class from the application ID, and the desktop
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file's basename is that same string, which is what associates a running window with the entry.
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The interface files can be checked without building anything or opening a window:
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```sh
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cmake --build build --target test-ui # or: make -C build test-ui
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```
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That round-trips every `.ui` through `blueprint-compiler` — `decompile` turns it into blueprint, and
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compiling *that* type-checks every property and child type against the GIR — printing one line per file.
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It exists because the alternative is what happens otherwise: a property a class does not have is a
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`Gtk-ERROR` when the window is built, and `Gtk-ERROR` **aborts the process**, so a typo in a `.ui` takes
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the application down rather than failing to open a dialog. `preprocess="xml-stripblanks"` catches
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malformed XML and nothing else, and the probes catch the rest only for the windows they open.
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The XML stays the source of truth and stays hand-written: this is a check, not a compiler, and nothing
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here is needed to *build* the application. `blueprint-compiler` and `python3` are found at configure
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time; without them the target is absent rather than silently passing. `tools/check_ui.py --lint` also
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prints the linter's advice, which is advice and deliberately not a gate.
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Options: `--server`, `--port`, `--multicast`, `--interface`, `--buffer-mb` (per
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buffer, default 200), `--max-window`, `--holdoff`, `--recv-buffer`, `--plots` (the row
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count to *start* with, 1..`RowSet::kMaxRows`; the layout editor owns it afterwards),
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@@ -210,23 +210,30 @@ Part of [CLAUDE.md](../../CLAUDE.md). These are rules that cost a defect to lear
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- **`find_accel()` masks the modifiers before comparing.** Lock, Num-Lock and the pointer buttons
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all arrive in `GdkModifierType`, so an unmasked compare matches no table row at all once
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Caps Lock is on.
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- **A UI file is data, and a mistake in it is a runtime abort, not a build failure.** `.ui` files live in
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`src/ui/` and are compiled into the binary by the third GResource (`udpscope-ui.gresource.xml`,
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`prefix=/org/udpscope/ui`), loaded with `gtk_builder_new_from_resource()`. `preprocess="xml-stripblanks"`
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catches a *malformed* file at build time — and that includes an XML rule easy to break by hand: **a
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comment may not contain a double hyphen**, so prose written the way every C++ comment in this project
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is written (` -- like this -- `) fails the build with a caret under the offending character. Use an em
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dash in a UI file. `preprocess="xml-stripblanks"`
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catches a *malformed* file at build time -- and nothing else does, which is why it is on every file in
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every bundle. What it cannot catch is a file that is valid XML but wrong for GTK: `GtkBuilder` reports
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that with a **`Gtk-ERROR`, which aborts the process** by default, so a window built by hand from bad
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markup takes the application down rather than failing to appear. The `[help]` probe opening every
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window is what catches that. Two specifics already paid for: a `GIcon` property takes an **object**, not
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a name (`<property name="icon">foo</property>` is read as a reference to another object and fails with
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"Object with ID foo not found" -- the icon is a nested `GThemedIcon`), and a `.ui` big enough to exceed
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4095 characters needs `-Wno-overlength-strings` on its generated source, because glib-compile-resources
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writes each file as one C string literal and the warning fires on generated *data* (the icon and help
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bundles are small enough per file never to need it).
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- **A UI file is data, and a mistake in it is a runtime abort, not a build failure.** `.ui` files live
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in `src/ui/` and are compiled into the binary by the third GResource (`udpscope-ui.gresource.xml`,
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`prefix=/org/udpscope/ui`), loaded with `gtk_builder_new_from_resource()`.
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`preprocess="xml-stripblanks"` catches a *malformed* file at build time -- which is why it is on
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every file in every bundle -- and that includes an XML rule easy to break by hand: **a comment may
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not contain a double hyphen**, so prose written the way every C++ comment in this project is written
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(` -- like this -- `) fails the build with a caret under the offending character. Use an em dash in a
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UI file.
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What it cannot catch is a file that is valid XML but wrong for GTK, and that is what
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`cmake --build build --target test-ui` is for: it round-trips every file through
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`blueprint-compiler`, which type-checks properties and child types against the GIR -- for *every*
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file, rather than for the windows a probe happens to open (see
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[build-and-run.md](build-and-run.md)). Without that check, `GtkBuilder` reports such a file with a
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**`Gtk-ERROR`, which aborts the process** by default, so a window built from bad markup takes the
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application down rather than failing to appear.
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Two more paid for: a `GIcon` property takes an **object**, not a name
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(`<property name="icon">foo</property>` is read as a reference to another object and fails with
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"Object with ID foo not found" -- the icon is a nested `GThemedIcon`); and a `.ui` big enough to
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exceed 4095 characters needs `-Wno-overlength-strings` on its generated source, because
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glib-compile-resources writes each file as one C string literal and the warning fires on generated
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*data*.
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- **Deprecated widgets may be the right widget, as long as no deprecated *function* is called.** The
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shortcut overview is a `GtkShortcutsWindow` (`gtk/deprecated/`, deprecated in 4.20) because libadwaita's
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successor, `AdwShortcutsDialog`, cannot draw a mouse gesture: `AdwShortcutsItem` has no icon property at
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Executable
+123
@@ -0,0 +1,123 @@
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#!/usr/bin/env python3
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# SPDX-License-Identifier: MIT
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# SPDX-FileCopyrightText: 2026 Martino Ferrari
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"""Checks the interface files: `make test-ui`.
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The interface is hand-written GtkBuilder XML, and nothing in the build can see a mistake in it. A
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property a class does not have, or a child a container does not accept, is a `Gtk-ERROR` when the
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window is built — and `Gtk-ERROR` aborts the process, so a typo in a `.ui` takes the application
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down rather than failing to open a dialog. `preprocess="xml-stripblanks"` catches malformed XML and
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nothing else, and the probes catch the rest only for the windows they open.
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blueprint-compiler can see it: it type-checks every property and child type against the GIR. It reads
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blueprint rather than XML — but it reads XML too, because `decompile` turns a `.ui` back into
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blueprint. So the check is a round trip, and the XML stays the source of truth:
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$ make test-ui
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check_ui: 5 files in src/ui
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ok help.ui
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ok main-window.ui
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ok preferences.ui
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ok shortcuts.ui
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ok source-form.ui
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check_ui: 5 ok, 0 failed
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check_ui: 23 pieces of advice — not failures; --lint shows them
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A file that fails prints what the compiler said, with the line, the caret and its suggestion:
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FAIL preferences.ui
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error: Class Adw.EntryRow does not have a property called subtitle
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at preferences.blp line 24 column 9:
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24 | subtitle: "empty = unicast";
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| ^^^^^^^^
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hint: Did you mean `title`?
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`lint` runs too and its findings are printed as advice rather than failures: a linter has opinions
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this project does not have to share (it wants "udpscope" marked translatable, which it is not), and a
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check that fails on advice is a check people stop running.
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A missing `blueprint-compiler` is a *failure* and not a skip. This target exists to be run, and
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answering "fine" without having looked is the one answer it must not give.
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"""
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import argparse
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import pathlib
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import shutil
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import subprocess
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import sys
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import tempfile
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TOOL = "blueprint-compiler"
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def check(tool: str, ui: pathlib.Path, scratch: pathlib.Path) -> tuple[bool, list[str]]:
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"""Round-trips one `.ui` through blueprint and returns (ok, advice)."""
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blp = scratch / (ui.stem + ".blp")
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# `decompile` only transcribes: it is the *compile* of its output that checks the properties, so
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# both exit codes matter -- a file the decompiler cannot read at all is just as broken.
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round_trip = subprocess.run(
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[tool, "decompile", str(ui), "--output", str(blp)], capture_output=True, text=True
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)
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if round_trip.returncode != 0 or not blp.exists():
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return False, [line for line in round_trip.stderr.splitlines() if line]
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compiled = subprocess.run(
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[tool, "compile", str(blp)], capture_output=True, text=True
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)
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if compiled.returncode != 0:
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return False, [line for line in compiled.stderr.splitlines() if line]
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linted = subprocess.run([tool, "lint", str(blp)], capture_output=True, text=True)
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advice = [line for line in linted.stderr.splitlines() if line]
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return True, advice
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def main() -> int:
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parser = argparse.ArgumentParser(description=__doc__)
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parser.add_argument("directory", nargs="?", default="src/ui",
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help="where the .ui files are (default: src/ui)")
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parser.add_argument("--lint", action="store_true",
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help="print the linter's advice as well as the failures")
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args = parser.parse_args()
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tool = shutil.which(TOOL)
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if tool is None:
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print(f"check_ui: {TOOL} is not installed, so the UI files were NOT checked", file=sys.stderr)
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print(" install it (Arch: pacman -S blueprint-compiler) and run this again",
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file=sys.stderr)
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return 2
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directory = pathlib.Path(args.directory)
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files = sorted(directory.glob("*.ui"))
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if not files:
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print(f"check_ui: no .ui files in {directory}", file=sys.stderr)
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return 2
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print(f"check_ui: {len(files)} files in {directory}")
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failed = 0
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advice_count = 0
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with tempfile.TemporaryDirectory(prefix="check-ui-") as scratch_name:
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scratch = pathlib.Path(scratch_name)
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for ui in files:
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ok, messages = check(tool, ui, scratch)
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print(f" {'ok ' if ok else 'FAIL'} {ui.name}")
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if ok:
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advice_count += len([m for m in messages if m.startswith("warning:")])
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else:
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failed += 1
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# A failure is always printed; advice only when it was asked for. Twenty lines of opinion
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# on every run is how a check's output stops being read.
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if not ok or args.lint:
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for line in messages:
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print(f" {line}")
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print(f"check_ui: {len(files) - failed} ok, {failed} failed")
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if advice_count:
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print(f"check_ui: {advice_count} pieces of advice — not failures; --lint shows them")
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return 1 if failed else 0
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if __name__ == "__main__":
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sys.exit(main())
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