feat(m53): add guild visual matrix probe

This commit is contained in:
2026-09-12 12:30:00 +08:00
parent e97c8dac27
commit 9cc7ef22d0
2 changed files with 43 additions and 13 deletions
+5 -1
View File
@@ -276,6 +276,7 @@ func _build_overlay(data: Dictionary) -> void:
])
navigation.name = "GuildNavigation"
_set_normalized_rect(navigation, Rect2(0.035, 0.855, 0.48, 0.12))
navigation.z_index = 20
navigation.mouse_filter = Control.MOUSE_FILTER_IGNORE
overlay.add_child(navigation)
@@ -422,7 +423,10 @@ func _status_slot(parent: Control, node_name: String, rect: Rect2, value: String
# Keep the existing semantic slot/chrome for compatibility, but let the
# shared M52 resource module own the icon/value geometry.
badge.visible = false
label.visible = true
# The accepted guild background already carries the compact nav captions;
# keep the hit-area label available for accessibility without painting a
# second caption over the authored medallion.
label.visible = false
label.z_index = 8
label.add_theme_font_size_override("font_size", _guild_text_size(9))
label.clip_text = true
+38 -12
View File
@@ -1,6 +1,8 @@
extends SceneTree
const GuildView = preload("res://entry/views/guild_page_view.gd")
const FIXTURES := [Vector2i(760, 360), Vector2i(844, 390), Vector2i(1280, 720)]
const LOCALES := ["zh_CN", "en"]
func _initialize() -> void:
call_deferred("_run")
@@ -12,21 +14,45 @@ func _run() -> void:
quit(1)
return
DirAccess.make_dir_recursive_absolute(out)
root.size = Vector2(844, 390)
for fixture in FIXTURES:
for locale in LOCALES:
await _capture_fixture(fixture, locale, out)
print("ABG_M53_GUILD_VISUAL_PROBE_OK fixtures=3 locales=2 views=static,dynamic,final")
quit(0)
func _capture_fixture(fixture: Vector2i, locale: String, out: String) -> void:
root.size = Vector2(fixture)
var view := GuildView.new()
view.name = "GuildVisualProbeView"
view.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
view.configure_presentation({"safe_area": 24, "text_scale": 1.0, "locale": "zh_CN"})
view.configure_presentation({"safe_area": 24, "text_scale": 1.0, "locale": locale})
root.add_child(view)
view.render({"ok": true, "locale": "zh_CN", "company": {"owned_count": 2, "coin": 38, "display_recruits": []}, "destinations": {}, "recruits": [], "notice": ""})
# Guild has animated world layers; use a bounded frame settle instead of waiting
# on frame_post_draw, which can remain unresolved in headless compatibility mode.
view.render({"ok": true, "locale": locale, "company": {"owned_count": 2, "coin": 38, "display_recruits": []}, "destinations": {}, "recruits": [], "notice": ""})
await _settle()
_save(view, out, locale, fixture, "final")
var overlay := view.find_child("GuildAnchorRoot", true, false) as Control
if overlay != null:
overlay.visible = false
await _settle()
_save(view, out, locale, fixture, "static")
if overlay != null:
overlay.visible = true
var world := view.find_child("GuildMasterWorldExtension", true, false) as Control
if world != null:
world.visible = false
await _settle()
_save(view, out, locale, fixture, "dynamic")
view.queue_free()
await process_frame
func _settle() -> void:
for _i in range(3):
await process_frame
var viewport_texture := root.get_viewport().get_texture()
if viewport_texture != null:
var image := viewport_texture.get_image()
if image != null:
image.save_png(out.path_join("guild-844x390-zh_CN-final.png"))
print("ABG_M53_GUILD_VISUAL_PROBE_OK")
quit(0)
func _save(view: Control, out: String, locale: String, fixture: Vector2i, kind: String) -> void:
var viewport_texture := view.get_viewport().get_texture()
if viewport_texture == null:
return
var image := viewport_texture.get_image()
if image != null:
image.save_png(out.path_join("guild-%dx%d-%s-%s.png" % [fixture.x, fixture.y, locale, kind]))