Indent every script with tabs, like the Godot editor does
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@@ -12,42 +12,42 @@ const SIZE: Vector2i = Vector2i(1920, 1080)
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func _initialize() -> void:
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_take.call_deferred()
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_take.call_deferred()
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func _take() -> void:
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var args: PackedStringArray = OS.get_cmdline_user_args()
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var out_dir: String = args[0] if !args.is_empty() else "user://screenshots"
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DirAccess.make_dir_recursive_absolute(out_dir)
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var draws: bool = DisplayServer.get_name() != "headless"
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var args: PackedStringArray = OS.get_cmdline_user_args()
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var out_dir: String = args[0] if !args.is_empty() else "user://screenshots"
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DirAccess.make_dir_recursive_absolute(out_dir)
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var draws: bool = DisplayServer.get_name() != "headless"
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# Loaded here, not named as a class: autoloads such as Playlist do not exist yet
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# when this script is compiled
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var ui_tour: GDScript = load("res://tests/fakes/ui_tour.gd")
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ui_tour.prepare_autoloads()
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var server: RefCounted = ui_tour.make_server().install()
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# Loaded here, not named as a class: autoloads such as Playlist do not exist yet
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# when this script is compiled
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var ui_tour: GDScript = load("res://tests/fakes/ui_tour.gd")
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ui_tour.prepare_autoloads()
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var server: RefCounted = ui_tour.make_server().install()
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# Drawn at the layout size, so the pictures do not depend on the screen size
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var viewport: SubViewport = SubViewport.new()
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viewport.size = SIZE
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viewport.gui_embed_subwindows = true
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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 main: Control = load("res://MainWindow.tscn").instantiate()
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viewport.add_child(main)
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# Drawn at the layout size, so the pictures do not depend on the screen size
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var viewport: SubViewport = SubViewport.new()
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viewport.size = SIZE
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viewport.gui_embed_subwindows = true
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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 main: Control = load("res://MainWindow.tscn").instantiate()
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viewport.add_child(main)
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var layout: Dictionary = {}
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var save_state: Callable = func(state: String, popup: Node) -> void:
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layout[state] = ui_tour.dump_layout(main, main if popup == null else popup)
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if draws:
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await RenderingServer.frame_post_draw
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viewport.get_texture().get_image().save_png(out_dir.path_join(state + ".png"))
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print("Saved state ", state)
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await ui_tour.new(main).run(save_state)
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var layout: Dictionary = {}
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var save_state: Callable = func(state: String, popup: Node) -> void:
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layout[state] = ui_tour.dump_layout(main, main if popup == null else popup)
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if draws:
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await RenderingServer.frame_post_draw
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viewport.get_texture().get_image().save_png(out_dir.path_join(state + ".png"))
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print("Saved state ", state)
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await ui_tour.new(main).run(save_state)
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var file: FileAccess = FileAccess.open(out_dir.path_join("layout.json"), FileAccess.WRITE)
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file.store_string(JSON.stringify(layout, " ", true))
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file.close()
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server.uninstall()
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main.queue_free()
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quit()
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var file: FileAccess = FileAccess.open(out_dir.path_join("layout.json"), FileAccess.WRITE)
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file.store_string(JSON.stringify(layout, " ", true))
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file.close()
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server.uninstall()
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main.queue_free()
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quit()
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