The About popup is twice as wide and shows the player's and the server's version history side by side, each in its own scrolling column. The server's comes from GET /api/v1/version/history every time the popup opens. The description, which is about both, is centred above the columns, and each history starts right under its version.
86 lines
3.2 KiB
GDScript
86 lines
3.2 KiB
GDScript
extends GdUnitTestSuite
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## Checks that every node of the main window is where it was when the baseline was taken.
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##
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## [code]tests/data/layout_baseline.json[/code] is written by
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## [code]tools/take_screenshots.gd[/code] (run it with --headless and copy its layout.json).
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## It holds the position, size and visibility of every node in each UiTour state, keyed
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## by the node's path from the main window. Take a new baseline when the layout is
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## meant to change, e.g. after moving a button.
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const BASELINE_PATH: String = "res://tests/data/layout_baseline.json"
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## Nodes whose height follows text that changes between versions, such as the changelog.
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## Their position and width are still checked.
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const HEIGHT_FOLLOWS_TEXT: Array[String] = [
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"AboutPopup/AboutPanel/Columns/ScrollContainer/ContentVBox",
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"AboutPopup/AboutPanel/Columns/ServerScrollContainer/ServerContentVBox",
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]
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## How far a node may be from its old place, in pixels.
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const TOLERANCE: float = 0.5
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var _snapshot: AutoloadSnapshot
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var _server: FakeHttpTransport
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var _main: Control
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var _layout: Dictionary = {}
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func before() -> void:
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_snapshot = AutoloadSnapshot.take([Settings, Playlist])
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UiTour.prepare_autoloads()
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_server = UiTour.make_server().install()
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# Laid out at the size the baseline was taken at, like the screenshots
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var viewport: SubViewport = auto_free(SubViewport.new())
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viewport.size = Vector2i(1920, 1080)
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viewport.gui_embed_subwindows = true
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Engine.get_main_loop().root.add_child(viewport)
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_main = load("res://main/MainWindow.tscn").instantiate()
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viewport.add_child(_main)
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await UiTour.new(_main).run(func(state: String, popup: Node) -> void:
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_layout[state] = UiTour.dump_layout(_main, _main if popup == null else popup))
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func after() -> void:
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_main.free()
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await Engine.get_main_loop().process_frame
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_server.uninstall()
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_snapshot.restore()
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func _baseline() -> Dictionary:
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return JSON.parse_string(FileAccess.get_file_as_string(BASELINE_PATH))
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func test_tour_has_the_same_states_as_the_baseline() -> void:
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assert_array(_layout.keys()).contains_exactly_in_any_order(_baseline().keys())
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func test_every_node_is_where_it_was() -> void:
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var problems: Array[String] = []
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var baseline: Dictionary = _baseline()
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for state: String in baseline:
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var actual: Dictionary = _layout.get(state, {})
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for path: String in baseline[state]:
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var expected: Dictionary = baseline[state][path]
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if !actual.has(path):
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problems.append("%s: %s is missing" % [state, path])
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continue
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var rect: Array = actual[path].rect
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var sides: int = 3 if _height_follows_text(path) else 4
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for i: int in sides:
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if absf(rect[i] - expected.rect[i]) > TOLERANCE:
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problems.append("%s: %s is at %s, was %s"
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% [state, path, rect, expected.rect])
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break
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if actual[path].visible != expected.visible:
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problems.append("%s: %s visible is %s, was %s"
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% [state, path, actual[path].visible, expected.visible])
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assert_array(problems).override_failure_message(
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"%d nodes moved:\n%s" % [problems.size(), "\n".join(problems.slice(0, 30))]) \
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.is_empty()
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static func _height_follows_text(path: String) -> bool:
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return HEIGHT_FOLLOWS_TEXT.any(func(node_path: String) -> bool:
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return path == node_path || path.begins_with(node_path + "/"))
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