151 lines
7.5 KiB
GDScript
151 lines
7.5 KiB
GDScript
extends SceneTree
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const Controller = preload("res://p10_0/runtime_controller.gd")
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const Fixture = preload("res://tests/p10_0/runtime_fixture.gd")
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var failures: Array[String] = []
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var experience
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var capture_root := ""
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var captures := 0
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func _initialize() -> void:
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call_deferred("run_test")
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func run_test() -> void:
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capture_root = OS.get_environment("ABG_P10_0_LAYOUT_CAPTURE_ROOT")
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if not capture_root.is_empty():
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DirAccess.make_dir_recursive_absolute(capture_root)
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await fixture("01-title-small-zh", {}, Vector2i(760, 360), "zh_CN", 1.0, false, false, false, "title")
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await opening_fixture("02-opening-reference-en130", Vector2i(844, 390), "en", 1.3)
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await fixture("03-market-large-zh", Fixture.market_state(), Vector2i(1280, 720), "zh_CN", 1.0, false, false, false, "market")
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await battle_fixture("04-battle-reference-en", Fixture.ordinary_battle_state(1), Vector2i(844, 390), "en", 1.0, false, false)
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await fixture("05-reward-small-zh130", Fixture.reward_state(0), Vector2i(760, 360), "zh_CN", 1.3, false, true, false, "reward")
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await fixture("06-recovery-reference-zh", Fixture.recovery_market_state(), Vector2i(844, 390), "zh_CN", 1.0, false, false, false, "market")
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await fixture("07-muster-large-reduced", Fixture.boss_muster_state(), Vector2i(1280, 720), "zh_CN", 1.0, true, false, false, "boss_muster")
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await battle_fixture("08-boss-battle-low-power", Fixture.boss_battle_state("CTR-R1-02"), Vector2i(844, 390), "en", 1.0, false, true)
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await fixture("09-contract-result-en", Fixture.contract_result_state(), Vector2i(844, 390), "en", 1.0, false, false, false, "contract_result")
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await fixture("10-first-record-zh", Fixture.first_company_record_state(), Vector2i(844, 390), "zh_CN", 1.0, false, false, false, "guild")
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await fixture("11-rg02-large-en", Fixture.rg02_state(), Vector2i(1280, 720), "en", 1.0, false, false, false, "guild")
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await settings_fixture("12-settings-reference-en130", Fixture.market_state(), Vector2i(844, 390), "en", 1.3)
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await fixture("13-portrait-guidance", Fixture.market_state(), Vector2i(390, 844), "zh_CN", 1.0, false, false, true, "market")
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if is_instance_valid(experience):
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experience.queue_free()
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for _index in 45:
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await process_frame
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if failures.is_empty():
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print("ABG_P10_0_LAYOUT_ACCESSIBILITY_OK fixtures=13 states=title,opening,market,battle,reward,recovery,muster,boss_battle,contract_result,record,rg02,settings,rotate viewports=760x360,844x390,1280x720,390x844 locales=zh_CN,en text_130=true reduced_motion=true muted=true low_power=true controls=48 panels=0 cards=0 captures=%d" % captures)
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quit(0)
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else:
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for failure in failures:
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push_error(failure)
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quit(1)
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func fixture(label: String, snapshot: Dictionary, viewport: Vector2i, locale: String, text_scale: float, reduced: bool, low_power: bool, portrait: bool, expected_screen: String) -> void:
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await mount(snapshot, viewport, locale, text_scale, reduced, low_power)
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expect(experience.screen == expected_screen, "%s restores expected screen %s; got %s" % [label, expected_screen, experience.screen])
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verify_current(label, viewport, portrait)
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await capture(label)
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func opening_fixture(label: String, viewport: Vector2i, locale: String, text_scale: float) -> void:
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await mount({}, viewport, locale, text_scale, false, false)
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experience.begin_expedition()
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await settle_frames()
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expect(experience.screen == "opening" and experience.market.state.run_creation_draft.opening_offers.size() == 4, "%s opens four provisional Recruits" % label)
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verify_current(label, viewport, false)
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await capture(label)
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func battle_fixture(label: String, snapshot: Dictionary, viewport: Vector2i, locale: String, text_scale: float, reduced: bool, low_power: bool) -> void:
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await mount(snapshot, viewport, locale, text_scale, reduced, low_power)
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if experience.boss_battle_active:
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experience.advance_battle_ticks(20)
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else:
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for _index in 80:
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experience.advance_battle_ticks(1)
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await process_frame
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if not experience.battle_snapshot.get("enemy_order", []).is_empty():
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break
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await settle_frames()
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expect(experience.screen == "battle" and experience.battle_active, "%s renders an active automatic battle" % label)
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expect(not experience.find_children("P100BattleActor_*", "TextureRect", true, false).is_empty() or experience.find_child("P100BattleBoss", true, false) != null, "%s shows small moving combatants" % label)
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if not experience.boss_battle_active:
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expect(not experience.battle_snapshot.get("enemy_order", []).is_empty(), "%s captures a live enemy wave" % label)
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verify_current(label, viewport, false)
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await capture(label)
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func settings_fixture(label: String, snapshot: Dictionary, viewport: Vector2i, locale: String, text_scale: float) -> void:
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await mount(snapshot, viewport, locale, text_scale, true, false)
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experience.toggle_settings()
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await settle_frames()
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expect(experience.settings_open and experience.find_child("P100SettingsBand", true, false) != null, "%s opens bounded settings" % label)
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verify_current(label, viewport, false)
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await capture(label)
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func mount(snapshot: Dictionary, viewport: Vector2i, locale: String, text_scale: float, reduced: bool, low_power: bool) -> void:
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if is_instance_valid(experience):
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experience.queue_free()
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await settle_frames()
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root.size = viewport
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root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
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root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_EXPAND
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root.content_scale_size = viewport
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experience = Controller.new()
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experience.persistence_enabled = false
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experience.battle_auto_advance = false
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experience.locale = locale
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experience.text_scale = text_scale
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experience.reduced_motion = reduced
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experience.muted = true
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experience.low_power = low_power
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experience.size = Vector2(viewport)
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if not snapshot.is_empty():
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experience.configure_entry(snapshot)
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root.add_child(experience)
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await settle_frames()
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func verify_current(label: String, viewport: Vector2i, portrait: bool) -> void:
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var bounds := Rect2(Vector2.ZERO, Vector2(viewport))
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if portrait:
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expect(experience.find_child("P97RotateNotice", true, false) != null, "%s shows landscape guidance" % label)
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return
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expect(experience.find_child("P97RotateNotice", true, false) == null, "%s renders the landscape game world" % label)
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expect(float(experience.get_meta("visible_world_ratio", 0.0)) >= 0.80, "%s keeps world-first composition" % label)
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expect(experience.find_children("*", "Panel", true, false).is_empty(), "%s adds no app Panel surfaces" % label)
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for node in experience.find_children("*", "Button", true, false):
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var button := node as Button
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if not button.visible or button.is_queued_for_deletion():
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continue
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expect(button.size.x >= 48 and button.size.y >= 48, "%s target %s is at least 48px" % [label, button.name])
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expect(bounds.encloses(button.get_global_rect()), "%s target %s rect=%s stays inside %s" % [label, button.name, button.get_global_rect(), viewport])
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for node in experience.find_children("*", "Control", true, false):
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var lowered := String(node.name).to_lower()
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expect("card" not in lowered and "modal" not in lowered and "dialog" not in lowered, "%s has no card/modal surface: %s" % [label, node.name])
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func capture(label: String) -> void:
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if capture_root.is_empty():
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return
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await RenderingServer.frame_post_draw
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var error := root.get_texture().get_image().save_png(capture_root.path_join(label + ".png"))
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expect(error == OK, "%s capture writes" % label)
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if error == OK:
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captures += 1
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await process_frame
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func settle_frames() -> void:
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for _index in 5:
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await process_frame
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func expect(condition: bool, message: String) -> void:
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if not condition:
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failures.append("P10.0 layout: %s" % message)
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