Indent every script with tabs, like the Godot editor does

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Sansan committed 2026-10-06 10:28:12 +02:00
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commit bad4b3ad8b
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@@ -9,131 +9,131 @@ extends RefCounted
## them a node lives in.
const SOUNDTRACKS: Array[String] = [
"Chrono Trigger", "Final Fantasy VI", "Secret of Mana", "Terranigma",
"Earthbound", "Super Metroid", "The Legend of Zelda: A Link to the Past",
"Donkey Kong Country 2", "Lufia II", "Illusion of Gaia",
"Chrono Trigger", "Final Fantasy VI", "Secret of Mana", "Terranigma",
"Earthbound", "Super Metroid", "The Legend of Zelda: A Link to the Past",
"Donkey Kong Country 2", "Lufia II", "Illusion of Gaia",
]
const SONG_INFO: Dictionary = {
"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time",
"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time",
}
const SYNC_PROGRESS: Dictionary = {"progress": 40, "time_spent": "00:00:02"}
const SYNC_RESULT: Dictionary = {
"soundtracks_added": ["Terranigma", "Lufia II"],
"soundtracks_re_added": [],
"soundtracks_changed_title": {"FF6": "Final Fantasy VI"},
"soundtracks_changed_content": ["Chrono Trigger"],
"soundtracks_removed": ["Old Soundtrack"],
"catched_errors": [],
"total_time": "00:00:03",
"soundtracks_added": ["Terranigma", "Lufia II"],
"soundtracks_re_added": [],
"soundtracks_changed_title": {"FF6": "Final Fantasy VI"},
"soundtracks_changed_content": ["Chrono Trigger"],
"soundtracks_removed": ["Old Soundtrack"],
"catched_errors": [],
"total_time": "00:00:03",
}
## Popups in the order the tour opens them.
const POPUPS: Array[String] = [
"Search", "SyncWindow", "SettingsWindow", "QRWindow", "NewCharacterSelect",
"ShortcutsWindow", "AboutWindow", "WinnerWindow", "Log", "StatisticsPopupPanel",
"Search", "SyncWindow", "SettingsWindow", "QRWindow", "NewCharacterSelect",
"ShortcutsWindow", "AboutWindow", "WinnerWindow", "Log", "StatisticsPopupPanel",
]
var _main: Control
func _init(main: Control) -> void:
_main = main
_main = main
## Returns a fake server that answers every request the main window makes on the tour.
## Call [method FakeHttpTransport.install] before the main window is created.
static func make_server() -> FakeHttpTransport:
var server: FakeHttpTransport = FakeHttpTransport.new()
var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
server.respond_json("/music/all", SOUNDTRACKS)
server.respond_json("/music/all/order", SOUNDTRACKS)
server.respond_json("/music/list", [])
server.respond_json("/characters", [])
server.respond_bytes("/music/rand", mp3)
server.respond_bytes("/music/addQue", PackedByteArray())
server.respond_json("/music/info", SONG_INFO)
server.respond_bytes("/music/reset", PackedByteArray())
server.respond_bytes("/music/played?song=0", PackedByteArray())
server.respond_bytes("/sync", PackedByteArray())
server.respond_json("/sync/progress", SYNC_PROGRESS)
return server
var server: FakeHttpTransport = FakeHttpTransport.new()
var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
server.respond_json("/music/all", SOUNDTRACKS)
server.respond_json("/music/all/order", SOUNDTRACKS)
server.respond_json("/music/list", [])
server.respond_json("/characters", [])
server.respond_bytes("/music/rand", mp3)
server.respond_bytes("/music/addQue", PackedByteArray())
server.respond_json("/music/info", SONG_INFO)
server.respond_bytes("/music/reset", PackedByteArray())
server.respond_bytes("/music/played?song=0", PackedByteArray())
server.respond_bytes("/sync", PackedByteArray())
server.respond_json("/sync/progress", SYNC_PROGRESS)
return server
## Puts Settings and Playlist in the state the tour expects. Call it before the main
## window is created.
static func prepare_autoloads() -> void:
Playlist.reset_playlist()
Playlist.first_song_played = false
Playlist.is_song_downloading = false
Settings.player_array.clear()
Settings.edit_players = false
Settings.currently_syncing = false
Settings.character_select_open = false
Settings.add_to_stats = true
Settings.hide_next_track = true
Settings.use_low_played_mode = false
Settings.winning_score = 20
# The inspiration list scrolls by itself, which would make every picture different
Settings.inspiration_list_speed = 0
Playlist.reset_playlist()
Playlist.first_song_played = false
Playlist.is_song_downloading = false
Settings.player_array.clear()
Settings.edit_players = false
Settings.currently_syncing = false
Settings.character_select_open = false
Settings.add_to_stats = true
Settings.hide_next_track = true
Settings.use_low_played_mode = false
Settings.winning_score = 20
# The inspiration list scrolls by itself, which would make every picture different
Settings.inspiration_list_speed = 0
## Runs the tour. [param on_state] is called (and awaited) with the name of each state
## and the popup that is open in it, or [code]null[/code] when no popup is open.
func run(on_state: Callable) -> void:
# The debug build lowers the winning score on startup; keep it out of reach
Settings.winning_score = 20
await _settle()
await on_state.call("startup", null)
# The debug build lowers the winning score on startup; keep it out of reach
Settings.winning_score = 20
await _settle()
await on_state.call("startup", null)
_call("add_players")
await _settle()
await on_state.call("add_player_row", null)
_call("add_players")
await _settle()
await on_state.call("add_player_row", null)
_add_player("Crono")
_add_player("Marle")
_call("add_players")
await _settle()
await on_state.call("players_added", null)
_add_player("Crono")
_add_player("Marle")
_call("add_players")
await _settle()
await on_state.call("players_added", null)
_call("play_next_song")
await _settle()
_freeze_music_player()
_player_row(0).add_point()
_player_row(0).add_point()
_player_row(1).add_point()
_call("show_answer_pressed")
await _settle()
_freeze_music_player()
_fix_log_times()
await _settle()
await on_state.call("playing", null)
_call("play_next_song")
await _settle()
_freeze_music_player()
_player_row(0).add_point()
_player_row(0).add_point()
_player_row(1).add_point()
_call("show_answer_pressed")
await _settle()
_freeze_music_player()
_fix_log_times()
await _settle()
await on_state.call("playing", null)
for popup_name: String in POPUPS:
var popup: Node = await _open_popup(popup_name)
await _settle()
await on_state.call("popup_" + popup_name, popup)
_close_popup(popup)
await _settle()
for popup_name: String in POPUPS:
var popup: Node = await _open_popup(popup_name)
await _settle()
await on_state.call("popup_" + popup_name, popup)
_close_popup(popup)
await _settle()
var sync_window: PopupWindow = _node("SyncWindow")
Settings.currently_syncing = false
sync_window.has_synced = false
sync_window.start_sync()
sync_window.sync_timer.stop()
sync_window._on_sync_timeout()
await _settle()
await on_state.call("sync_in_progress", sync_window)
sync_window.close()
await _settle()
await on_state.call("sync_buttons_locked", null)
var sync_window: PopupWindow = _node("SyncWindow")
Settings.currently_syncing = false
sync_window.has_synced = false
sync_window.start_sync()
sync_window.sync_timer.stop()
sync_window._on_sync_timeout()
await _settle()
await on_state.call("sync_in_progress", sync_window)
sync_window.close()
await _settle()
await on_state.call("sync_buttons_locked", null)
_server().respond_json("/sync/progress", SYNC_RESULT)
sync_window._on_sync_timeout()
sync_window.open()
await _settle()
await on_state.call("sync_result", sync_window)
sync_window.close()
await _settle()
_server().respond_json("/sync/progress", SYNC_RESULT)
sync_window._on_sync_timeout()
sync_window.open()
await _settle()
await on_state.call("sync_result", sync_window)
sync_window.close()
await _settle()
## Returns where every Control and Window in [param subtree] is on screen, keyed by its
@@ -141,109 +141,109 @@ func run(on_state: Callable) -> void:
## Nodes added at runtime without a name are keyed by their index, e.g. [code]#2[/code],
## so the keys are the same on every run.
static func dump_layout(main: Node, subtree: Node) -> Dictionary:
var layout: Dictionary = {}
var path: String = String(main.get_path_to(subtree))
_dump_node(subtree, path, layout)
return layout
var layout: Dictionary = {}
var path: String = String(main.get_path_to(subtree))
_dump_node(subtree, path, layout)
return layout
static func _dump_node(node: Node, path: String, layout: Dictionary) -> void:
if node is Control:
var rect: Rect2 = (node as Control).get_global_rect()
layout[path] = {"rect": _round_rect(rect), "visible": node.is_visible_in_tree()}
elif node is Window:
var window: Window = node
layout[path] = {
"rect": _round_rect(Rect2(window.position, window.size)),
"visible": window.visible,
}
for child: Node in node.get_children():
var key: String = "#%d" % child.get_index() if "@" in child.name \
else String(child.name)
_dump_node(child, key if path == "." else path + "/" + key, layout)
if node is Control:
var rect: Rect2 = (node as Control).get_global_rect()
layout[path] = {"rect": _round_rect(rect), "visible": node.is_visible_in_tree()}
elif node is Window:
var window: Window = node
layout[path] = {
"rect": _round_rect(Rect2(window.position, window.size)),
"visible": window.visible,
}
for child: Node in node.get_children():
var key: String = "#%d" % child.get_index() if "@" in child.name \
else String(child.name)
_dump_node(child, key if path == "." else path + "/" + key, layout)
static func _round_rect(rect: Rect2) -> Array[float]:
return [snappedf(rect.position.x, 0.01), snappedf(rect.position.y, 0.01),
snappedf(rect.size.x, 0.01), snappedf(rect.size.y, 0.01)]
return [snappedf(rect.position.x, 0.01), snappedf(rect.position.y, 0.01),
snappedf(rect.size.x, 0.01), snappedf(rect.size.y, 0.01)]
## Finds a node of the main window by [param node_name], whether it is a direct child
## of the main window or of its Quiz or TopBar scene.
func _node(node_name: String) -> Node:
for parent: Node in [_main, _main.get_node_or_null("Quiz"),
_main.get_node_or_null("TopBar")]:
if parent != null && parent.has_node(node_name):
return parent.get_node(node_name)
push_error("UiTour: no node named " + node_name)
return null
for parent: Node in [_main, _main.get_node_or_null("Quiz"),
_main.get_node_or_null("TopBar")]:
if parent != null && parent.has_node(node_name):
return parent.get_node(node_name)
push_error("UiTour: no node named " + node_name)
return null
## Calls [param method] on the players panel, the quiz or the main window, whichever
## has it first.
func _call(method: String, args: Array = []) -> Variant:
for path: String in ["Quiz/PlayersPanel", "Quiz"]:
var target: Node = _main.get_node_or_null(path)
if target != null && target.has_method(method):
return target.callv(method, args)
return _main.callv(method, args)
for path: String in ["Quiz/PlayersPanel", "Quiz"]:
var target: Node = _main.get_node_or_null(path)
if target != null && target.has_method(method):
return target.callv(method, args)
return _main.callv(method, args)
func _server() -> FakeHttpTransport:
return MusicServerClient.transport
return MusicServerClient.transport
func _settle() -> void:
for i: int in 4:
await _main.get_tree().process_frame
for i: int in 4:
await _main.get_tree().process_frame
func _add_player(player_name: String) -> void:
(_node("PlayersPanel").get_node("VBoxContainer/AddPlayerContainer/PlayerNameField") \
as TextEdit).text = player_name
_call("add_player")
(_node("PlayersPanel").get_node("VBoxContainer/AddPlayerContainer/PlayerNameField") \
as TextEdit).text = player_name
_call("add_player")
func _player_row(index: int) -> Player:
return _node("PlayersPanel").get_node(
"VBoxContainer/ScrollContainer/PlayersListVBoxContainer").get_child(index)
return _node("PlayersPanel").get_node(
"VBoxContainer/ScrollContainer/PlayersListVBoxContainer").get_child(index)
## Stops the song so the time and progress bar look the same on every run.
func _freeze_music_player() -> void:
var music_player: MusicPlayer = _node("MusicPlayer")
music_player.audio_player.stop()
music_player.sound_player.stop()
music_player.progress_slider.value = 0
music_player.music_time_label.text = "00:00 / 00:01"
var music_player: MusicPlayer = _node("MusicPlayer")
music_player.audio_player.stop()
music_player.sound_player.stop()
music_player.progress_slider.value = 0
music_player.music_time_label.text = "00:00 / 00:01"
## The log starts each row with the time of day; use a fixed time instead.
func _fix_log_times() -> void:
var log_window: PopupWindow = _node("Log")
for row: Label in log_window.log_box.get_children():
row.text = "12:00:00 " + row.text.substr(9)
var log_window: PopupWindow = _node("Log")
for row: Label in log_window.log_box.get_children():
row.text = "12:00:00 " + row.text.substr(9)
func _open_popup(popup_name: String) -> Node:
var popup: Node = _node(popup_name)
match popup_name:
"SyncWindow":
# Opening the window starts a sync; show the empty window instead
popup.open()
"NewCharacterSelect":
popup.show_grid("Crono")
"WinnerWindow":
popup.show_winner(Settings.player_array[0])
"StatisticsPopupPanel":
_call("get_statistics")
_:
popup.open()
return popup
var popup: Node = _node(popup_name)
match popup_name:
"SyncWindow":
# Opening the window starts a sync; show the empty window instead
popup.open()
"NewCharacterSelect":
popup.show_grid("Crono")
"WinnerWindow":
popup.show_winner(Settings.player_array[0])
"StatisticsPopupPanel":
_call("get_statistics")
_:
popup.open()
return popup
func _close_popup(popup: Node) -> void:
if popup is PopupWindow:
popup.close()
else:
popup.visible = false
if popup is PopupWindow:
popup.close()
else:
popup.visible = false