extends SceneTree const EntryShell = preload("res://entry/entry_shell.gd") const SettingsStore = preload("res://entry/settings_store.gd") const FIXTURES := [ {"width": 1280, "height": 720, "locale": "zh_CN", "scale": 1.0}, {"width": 1280, "height": 720, "locale": "en", "scale": 1.0}, {"width": 1280, "height": 720, "locale": "zh_CN", "scale": 1.3}, ] const STATES := ["boot", "setup", "title", "settings", "credits"] var failures: Array[String] = [] var output_root := "" func _initialize() -> void: call_deferred("run_test") func run_test() -> void: output_root = OS.get_environment("ABG_EVIDENCE_DIR") if output_root.is_empty(): output_root = "/tmp/abg-dev1-entry-captures" DirAccess.make_dir_recursive_absolute(output_root) var count := 0 for fixture in FIXTURES: for state in STATES: await capture_fixture(fixture, state) count += 1 if failures.is_empty(): print("ABG_DEV1_ENTRY_CAPTURE_OK frames=%d viewports=1280x720 locales=zh_CN,en text=100,130 states=boot,setup,title,settings,credits renderer=normal" % count) quit(0) else: for failure in failures: push_error(failure) quit(1) func capture_fixture(fixture: Dictionary, state: String) -> void: var viewport := SubViewport.new() viewport.size = Vector2i(int(fixture.width), int(fixture.height)) viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS root.add_child(viewport) var shell = EntryShell.new() shell.auto_start = false viewport.add_child(shell) await _frames(3) shell.settings = SettingsStore.new().defaults() shell.settings.setup_completed = true shell.settings.locale = String(fixture.locale) shell.settings.text_scale = float(fixture.scale) shell.setup_draft = shell.settings.duplicate(true) match state: "boot": shell.boot_snapshot = shell.boot_service.begin() shell._render_boot_state() "setup": shell.settings.setup_completed = false shell.show_first_launch() "title": shell.show_title() "settings": shell.show_settings("display") "credits": shell.show_credits() await _frames(6) verify_controls_inside(shell, fixture, state) if state == "title": verify_title_master(shell, fixture) await RenderingServer.frame_post_draw var image := viewport.get_texture().get_image() var name := "%s-%dx%d-%s-%d.png" % [state, int(fixture.width), int(fixture.height), String(fixture.locale), int(round(float(fixture.scale) * 100.0))] var error := image.save_png(output_root.path_join(name)) if error != OK: failures.append("capture %s failed: %s" % [name, error]) viewport.queue_free() await _frames(4) func verify_title_master(shell: Control, fixture: Dictionary) -> void: var world := shell.find_child("TitleMasterWorldExtension", true, false) as Control var canvas := shell.find_child("TitleSafeArea", true, false) as Control var composite := shell.find_child("TitleMasterComposite", true, false) as TextureRect expect(world != null and canvas != null and composite != null, "Title approved composition layers exist") if world == null or canvas == null or composite == null: return expect(is_equal_approx(canvas.size.x / canvas.size.y, 16.0 / 9.0), "Title master remains undistorted") expect(composite.get_global_rect().is_equal_approx(canvas.get_global_rect()), "Title art, text and controls share the coordinate master") expect(shell.find_child("TitleNewGame", true, false) != null and shell.find_child("TitleContinue", true, false) != null, "Title primary state controls exist") expect(shell.find_child("TitleSettings", true, false) != null and shell.find_child("TitleCredits", true, false) != null, "Title utility controls exist") if String(fixture.locale) == "zh_CN": expect(shell.find_child("TitleIdentity", true, false).text == "裂脉远征团", "Title Chinese identity is engine-rendered") func verify_controls_inside(shell: Control, fixture: Dictionary, state: String) -> void: var bounds := Rect2(Vector2.ZERO, Vector2(float(fixture.width), float(fixture.height))) for node in _all_controls(shell): if not node.visible or node is TextureRect or node is ColorRect or node is Container or _inside_scroll(node): continue var rect := node.get_global_rect() if rect.size.x <= 0.0 or rect.size.y <= 0.0: continue if not bounds.encloses(rect): failures.append("%s %dx%d %s outside bounds: %s" % [state, int(fixture.width), int(fixture.height), node.name, rect]) func _inside_scroll(control: Control) -> bool: var parent := control.get_parent() while parent != null: if parent is ScrollContainer: return true parent = parent.get_parent() return false func _all_controls(root_control: Control) -> Array[Control]: var result: Array[Control] = [] var pending: Array[Node] = [root_control] while not pending.is_empty(): var node: Node = pending.pop_back() if node is Control: result.append(node) for child in node.get_children(): pending.append(child) return result func _frames(count: int) -> void: for frame in range(count): await process_frame func expect(condition: bool, message: String) -> void: if not condition: failures.append("DEV-1 capture: %s" % message)