66 lines
2.4 KiB
GDScript
66 lines
2.4 KiB
GDScript
extends SceneTree
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const GuildView = preload("res://entry/views/guild_page_view.gd")
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const FIXTURES := [Vector2i(760, 360), Vector2i(844, 390), Vector2i(1280, 720)]
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const LOCALES := ["zh_CN", "en"]
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var out := OS.get_environment("ABG_EVIDENCE_DIR")
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if out.is_empty():
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push_error("requires ABG_EVIDENCE_DIR")
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quit(1)
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return
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DirAccess.make_dir_recursive_absolute(out)
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for fixture in FIXTURES:
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for locale in LOCALES:
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await _capture_fixture(fixture, locale, out)
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print("ABG_M53_GUILD_VISUAL_PROBE_OK fixtures=3 locales=2 views=static,dynamic,final")
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quit(0)
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func _capture_fixture(fixture: Vector2i, locale: String, out: String) -> void:
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root.size = Vector2(fixture)
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var capture_viewport := SubViewport.new()
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capture_viewport.name = "GuildCaptureViewport"
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capture_viewport.size = fixture
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capture_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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capture_viewport.transparent_bg = false
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root.add_child(capture_viewport)
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var view := GuildView.new()
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view.name = "GuildVisualProbeView"
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view.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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view.configure_presentation({"safe_area": 24, "text_scale": 1.0, "locale": locale})
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capture_viewport.add_child(view)
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view.render({"ok": true, "locale": locale, "company": {"owned_count": 2, "coin": 38, "display_recruits": []}, "destinations": {}, "recruits": [], "notice": ""})
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await _settle()
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_save(capture_viewport, out, locale, fixture, "final")
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var overlay := view.find_child("GuildAnchorRoot", true, false) as Control
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if overlay != null:
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overlay.visible = false
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await _settle()
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_save(capture_viewport, out, locale, fixture, "static")
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if overlay != null:
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overlay.visible = true
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var world := view.find_child("GuildMasterWorldExtension", true, false) as Control
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if world != null:
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world.visible = false
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await _settle()
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_save(capture_viewport, out, locale, fixture, "dynamic")
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view.queue_free()
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capture_viewport.queue_free()
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await process_frame
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func _settle() -> void:
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for _i in range(3):
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await process_frame
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func _save(viewport: SubViewport, out: String, locale: String, fixture: Vector2i, kind: String) -> void:
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var viewport_texture := viewport.get_texture()
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if viewport_texture == null:
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return
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var image := viewport_texture.get_image()
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if image != null:
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image.save_png(out.path_join("guild-%dx%d-%s-%s.png" % [fixture.x, fixture.y, locale, kind]))
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