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