Files
MusicPlayer/tests/unit/test_animated_progress_bar.gd
SansanandClaude Opus 5.5 0862d160e5
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Give the sync progress bar colour and animation
The bar in the Sync popup is now an AnimatedProgressBar: taller, with a
darker track and the theme's accent fill (orange, frost blue in Nord, green
with a gold shine for Christmas). It shows Godot's busy animation until the
server reports progress, glides to each new value, has a soft highlight
sweeping along the filled part inside its rounded corners, and fills and
pops before the result shows. With Reduce animations it only jumps to its
values.

The styles are SyncProgressBar, SyncProgressBarFill and SyncProgressBarText
in every theme. Anim.stop stops a keyed animation without starting an empty
one.

The server now sends sync times as "MM:SS"; the spec is updated from
MusicServer develop (also the linux-package route), and the test data and
screenshots use the new format.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 11:13:43 +02:00

89 lines
2.5 KiB
GDScript

extends GdUnitTestSuite
## The sync popup's progress bar: busy until there is progress, gliding to new values,
## a highlight on the filled part, and plain jumps with Reduce animations.
var _runner: GdUnitSceneRunner
var _bar: AnimatedProgressBar
var _reduce_before: bool
func before_test() -> void:
_reduce_before = Settings.reduce_animations
Settings.reduce_animations = false
var holder: Control = auto_free(Control.new())
holder.size = Vector2(1000, 100)
_bar = AnimatedProgressBar.new()
_bar.theme_type_variation = &"SyncProgressBar"
_bar.size = Vector2(1000, 32)
holder.add_child(_bar)
_runner = scene_runner(holder)
await _runner.simulate_frames(1)
func after_test() -> void:
Settings.reduce_animations = _reduce_before
func _label() -> Label:
return _bar.get_child(1) as Label
func test_waits_with_the_busy_animation() -> void:
_bar.wait()
assert_bool(_bar.indeterminate).is_true()
assert_str(_label().text).is_empty()
func test_progress_ends_the_wait_and_glides() -> void:
_bar.wait()
_bar.move_to(40)
assert_bool(_bar.indeterminate).is_false()
assert_float(_bar.value).is_less(40.0)
await await_millis(int(Anim.SLOW * 1000) + 150)
assert_float(_bar.value).is_equal(40.0)
assert_str(_label().text).is_equal("40%")
func test_reduce_animations_jumps_and_never_waits() -> void:
Settings.reduce_animations = true
_bar.wait()
assert_bool(_bar.indeterminate).is_false()
_bar.move_to(75)
assert_float(_bar.value).is_equal(75.0)
assert_str(_label().text).is_equal("75%")
func test_highlight_stays_on_the_filled_part() -> void:
Settings.reduce_animations = true
_bar.move_to(50)
Settings.reduce_animations = false
await _runner.simulate_frames(3)
var mask: Control = _bar.get_child(0)
assert_bool(mask.visible).is_true()
assert_float(mask.size.x).is_equal(_bar.fill_width())
assert_float(_bar.fill_width()).is_between(490.0, 510.0)
func test_no_highlight_without_progress_or_animations() -> void:
await _runner.simulate_frames(2)
assert_bool((_bar.get_child(0) as Control).visible).is_false()
Settings.reduce_animations = true
_bar.move_to(50)
await _runner.simulate_frames(2)
assert_bool((_bar.get_child(0) as Control).visible).is_false()
func test_highlight_takes_the_themes_colour() -> void:
var shine: TextureRect = _bar.get_child(0).get_child(0)
var gradient: Gradient = (shine.texture as GradientTexture2D).gradient
assert_object(gradient.get_color(1)).is_equal(_bar.get_theme_color(&"shine"))
assert_float(gradient.get_color(0).a).is_equal(0.0)