Files
aetherbound-guild/runtime/tests/dev1/entry_capture_test.gd
T

134 lines
5.0 KiB
GDScript

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)