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

121 lines
4.2 KiB
GDScript

extends SceneTree
const MainScene = preload("res://main.tscn")
const SETTINGS_PATH := "user://aetherbound_guild_settings.json"
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
root.content_scale_mode = Window.CONTENT_SCALE_MODE_CANVAS_ITEMS
# Single target size (owner policy): every screen is authored at 1280x720.
root.content_scale_aspect = Window.CONTENT_SCALE_ASPECT_KEEP
root.content_scale_size = Vector2i(1280, 720)
root.size = Vector2i(1280, 720)
_cleanup()
var game = MainScene.instantiate()
game.audio_enabled = false
root.add_child(game)
await _frames(50)
var shell = game.entry_shell
expect(shell != null and shell.current_screen == "boot", "normal launch creates the entry shell")
# The boot screen dwells on its verification pass; wait for the handoff
# instead of assuming a fixed frame budget.
var apply: Button = await _wait_for_node(shell, "SetupApply")
await _touch(apply)
expect(shell.current_screen == "title", "parsed ScreenTouch applies first launch and reaches Title")
var settings_button: Button = shell.find_child("TitleSettings", true, false)
await _touch(settings_button)
expect(shell.current_screen == "settings", "parsed ScreenTouch opens Settings")
var language_category: Button = shell.find_child("SettingsCategory_language", true, false)
await _touch(language_category)
var locale_button: Button = shell.find_child("SettingLocale", true, false)
await _touch(locale_button)
var apply_settings: Button = shell.find_child("SettingsApply", true, false)
await _touch(apply_settings)
var back: Button = shell.find_child("SettingsBack", true, false)
await _touch(back)
expect(shell.current_screen == "title" and shell.settings.locale == "en", "locale applies and Back returns to Title")
await _release_scene(game)
var restarted = MainScene.instantiate()
restarted.audio_enabled = false
root.add_child(restarted)
await _frames(50)
var restarted_title := await _wait_for_node(restarted.entry_shell, "TitleSafeArea")
expect(restarted_title != null and restarted.entry_shell.current_screen == "title", "restart skips completed first launch")
await _release_scene(restarted)
_cleanup()
var reset_game = MainScene.instantiate()
reset_game.audio_enabled = false
root.add_child(reset_game)
await _frames(50)
var reset_setup := await _wait_for_node(reset_game.entry_shell, "FirstLaunchResponsiveLayout")
expect(reset_setup != null, "settings reset restores first-launch setup")
await _release_scene(reset_game)
_cleanup()
if failures.is_empty():
print("ABG_DEV1_ENTRY_TOUCH_OK parsed_screen_touch=true boot_setup_title_settings_apply_back=true restart=title reset=first_launch")
quit(0)
else:
for failure in failures:
push_error(failure)
quit(1)
func _release_scene(scene: Node) -> void:
# Release the synthesized SFX stream while the tree is still alive; freeing
# it during teardown races the audio server and leaks the generator playback.
var facade = scene.get("facade")
if facade != null:
var adapter = facade.get("audio_adapter")
if adapter != null:
adapter.cleanup()
scene.queue_free()
await _frames(20)
func _touch(control: Control) -> void:
var center := root.get_final_transform() * control.get_global_rect().get_center()
var press := InputEventScreenTouch.new()
press.position = center
press.pressed = true
press.index = 0
Input.parse_input_event(press)
await _frames(2)
var release := InputEventScreenTouch.new()
release.position = center
release.pressed = false
release.index = 0
Input.parse_input_event(release)
await _frames(4)
func _wait_for_node(shell: Node, node_name: String, max_frames := 600) -> Node:
for _i in range(max_frames):
var node := shell.find_child(node_name, true, false)
if node != null:
return node
await process_frame
return null
func _frames(count: int) -> void:
for frame in range(count):
await process_frame
func _cleanup() -> void:
for path in [SETTINGS_PATH, "%s.bak" % SETTINGS_PATH, "%s.candidate" % SETTINGS_PATH]:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)
func expect(condition: bool, message: String) -> void:
if not condition:
failures.append("DEV-1 entry touch: %s" % message)