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cuke for cocos2d
CokeCuke ======== This project contains support for acceptance testing Cocos2D iPhone games with iCuke. Overview -------- iCuke uses the UIKit accessibility features to scrape the contents of the screen so that Cucumber steps may be written that interacts with a program running in the iPhone simulator. Unfortunately, Cocos2D is not based on UIKit, and so Cocos2D objects (CCNodes) aren't available to iCuke. The categories provided here allow iCuke to be used unmodified by providing some help to it at run time. To do this, we mimic a little bit of UIKit-like functionality and point the way to our scene graph. There shouldn't be any problem shipping these categories in production - they won't be used unless the app is run under the simulator with iCuke's preloaded library, and it is not a lot of code. Installation ------------ Copy the headers and Objective-C files from this directory into your project. Node Labels ----------- CCNodes do not have anything equivalent to a label by default, so you should call [node setAccessibilityLabel:@"zombie"]. This allows you to say 'Given I tap "zombie"' in the cucumber feature. You can alternately override -accessibilityLabel when subclassing CCNode. Node Values ----------- iCuke uses the value returned by -accessibilityValue as a control's value. You can set this value with -setAccessibilityValue:. Nodes implementing CCTextLabelProtocol will have their accessibilityValue track the textual contents of the label unless the value is overridden with -setAccessibilityValue:.
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