Buttons get 12 px of side padding. The top bar buttons, the quiz toolbar and Show answer/Next are laid out in rows with 12 px gaps and are all 36 px tall, and the ±1 buttons use a compact StepButton style. "Randomize new track" is now "Next song". Player rows show the name and the score apart, alternate like the other lists and highlight the character under the mouse. The name field is a LineEdit with a 10-letter limit; blank and duplicate names are refused, and a full list says "Up to 7 players". Remove buttons update when editing is switched instead of every frame, and the spacer panels are gone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
174 lines
6.5 KiB
GDScript
174 lines
6.5 KiB
GDScript
extends GdUnitTestSuite
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## The whole look comes from the project theme, themes/main_theme.tres: scenes and
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## scripts name its styles instead of setting colours, sizes or style boxes themselves.
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const THEME_PATH: String = "res://themes/main_theme.tres"
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## Folders with the game's scenes and scripts.
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const GAME_FOLDERS: Array[String] = [
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"res://main", "res://quiz", "res://player", "res://popups", "res://common", "res://data",
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"res://server", "res://statistics",
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]
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## The named styles the game uses, and the type each one is based on.
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const STYLES: Dictionary = {
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"WindowBackground": "Panel",
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"PopupBackground": "Panel",
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"StepButton": "Button",
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"PlayerList": "PanelContainer",
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"PlayerCharacter": "PanelContainer",
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"PlayerCharacterHover": "PanelContainer",
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"PlayerScore": "Label",
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"CharacterCard": "Panel",
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"CharacterCardHover": "Panel",
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"SettingsRowLabel": "Label",
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"MusicList": "PanelContainer",
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"SongRow": "PanelContainer",
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"ShortcutRowDark": "PanelContainer",
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"ListRowEven": "PanelContainer",
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"ListRowOdd": "PanelContainer",
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"TitleLarge": "Label",
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"TitleMedium": "Label",
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"Title": "Label",
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"TextLarge": "Label",
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"TextMedium": "Label",
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"HighlightLarge": "Label",
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"HighlightMedium": "Label",
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"SongRowLabel": "Label",
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"SongRowLabelPlaying": "Label",
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"SongRowOdd": "PanelContainer",
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"SongRowHover": "PanelContainer",
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"SongRowPlaying": "PanelContainer",
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"SongRowPictureLine": "HBoxContainer",
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"SongRowPictureLines": "VBoxContainer",
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"PlayerBar": "PanelContainer",
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"PlayerButton": "Button",
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"PlayerButtonPrimary": "Button",
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"PlayerTime": "Label",
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"ProgressSlider": "HSlider",
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"VolumeBar": "HSlider",
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"StatisticsCard": "PanelContainer",
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"StatisticsCardHover": "PanelContainer",
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"StatisticsGrid": "GridContainer",
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"TabButton": "Button",
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"LargeButton": "Button",
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"SearchField": "LineEdit",
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"SearchResult": "RichTextLabel",
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"ListRowHover": "PanelContainer",
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"SongStatsHeader": "PanelContainer",
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"SongStatsText": "RichTextLabel",
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"SongStatsSecondary": "RichTextLabel",
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}
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## Theme types that only scripts read from, so they are not styles a node can pick.
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const CODE_ONLY_TYPES: Dictionary = {
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"Palette": ["backdrop"],
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"ScoreGraph": [
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"player_1", "player_2", "player_3", "player_4", "player_5", "player_6", "player_7",
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"grid", "axis_text", "winning_line",
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],
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}
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var _theme: Theme = load(THEME_PATH)
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## Every file in [param folder] and its subfolders whose name ends with [param extension].
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func _files(folder: String, extension: String) -> Array[String]:
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var found: Array[String] = []
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for file_name: String in DirAccess.get_files_at(folder):
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if file_name.ends_with(extension):
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found.append(folder.path_join(file_name))
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for subfolder: String in DirAccess.get_directories_at(folder):
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found.append_array(_files(folder.path_join(subfolder), extension))
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return found
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func _game_files(extension: String) -> Array[String]:
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var found: Array[String] = []
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for folder: String in GAME_FOLDERS:
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found.append_array(_files(folder, extension))
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return found
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func _lines_matching(files: Array[String], pattern: String) -> Array[String]:
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var regex: RegEx = RegEx.create_from_string(pattern)
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var hits: Array[String] = []
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for path: String in files:
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var lines: PackedStringArray = FileAccess.get_file_as_string(path).split("\n")
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for i: int in lines.size():
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if regex.search(lines[i]) != null:
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hits.append("%s:%d: %s" % [path, i + 1, lines[i].strip_edges()])
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return hits
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func test_project_uses_the_main_theme() -> void:
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assert_str(ProjectSettings.get_setting("gui/theme/custom")).is_equal(THEME_PATH)
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func test_theme_has_every_named_style() -> void:
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for style: String in STYLES:
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assert_str(String(_theme.get_type_variation_base(style))) \
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.override_failure_message(style + " is missing or has the wrong base") \
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.is_equal(STYLES[style])
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func test_theme_has_the_colours_scripts_use() -> void:
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for type: String in CODE_ONLY_TYPES:
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for color: String in CODE_ONLY_TYPES[type]:
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assert_bool(_theme.has_color(color, type)) \
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.override_failure_message("%s/%s is missing" % [type, color]).is_true()
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func test_every_style_named_in_scenes_and_scripts_exists() -> void:
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var regex: RegEx = RegEx.create_from_string('&"([A-Z][A-Za-z]+)"')
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var missing: Array[String] = []
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for path: String in _game_files(".tscn") + _game_files(".gd"):
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for found: RegExMatch in regex.search_all(FileAccess.get_file_as_string(path)):
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var style: String = found.get_string(1)
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if !(style in STYLES) && !(style in CODE_ONLY_TYPES):
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missing.append("%s: %s" % [path, style])
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assert_array(missing).override_failure_message(
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"Styles not in the theme:\n" + "\n".join(missing)).is_empty()
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func test_scenes_take_their_look_from_the_theme() -> void:
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var hits: Array[String] = _lines_matching(_game_files(".tscn"),
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"^(theme = |label_settings = |theme_override_(styles|colors|font_sizes|fonts)/)" \
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+ "|^\\[sub_resource type=\"(StyleBoxFlat|LabelSettings|Theme)\"")
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assert_array(hits).override_failure_message(
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"Look set in a scene instead of the theme:\n" + "\n".join(hits)).is_empty()
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func test_scripts_take_their_look_from_the_theme() -> void:
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var hits: Array[String] = _lines_matching(_game_files(".gd"),
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"add_theme_[a-z_]+_override|StyleBoxFlat\\.new|Color\\(")
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assert_array(hits).override_failure_message(
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"Look set in a script instead of the theme:\n" + "\n".join(hits)).is_empty()
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func test_main_window_background_comes_from_the_theme_and_lets_clicks_through() -> void:
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var main: Control = auto_free(load("res://main/MainWindow.tscn").instantiate())
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var background: Panel = main.get_child(0)
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assert_str(background.name).is_equal("Background")
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assert_str(String(background.theme_type_variation)).is_equal("WindowBackground")
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assert_int(background.mouse_filter).is_equal(Control.MOUSE_FILTER_IGNORE)
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assert_float(background.anchor_right).is_equal(1.0)
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assert_float(background.anchor_bottom).is_equal(1.0)
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func test_default_font_shows_japanese() -> void:
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var font: Font = _theme.default_font
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for character: String in "幕開けミッション":
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var found: bool = font.fallbacks.any(
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func(fallback: Font) -> bool: return fallback.has_char(character.unicode_at(0)))
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assert_bool(found).override_failure_message("No font has " + character).is_true()
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func test_japanese_fallback_keeps_the_line_height_of_godots_font() -> void:
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var builtin: Font = ThemeDB.get_default_theme().default_font
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for size: int in [16, 18, 20, 25, 35, 50]:
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assert_float(_theme.default_font.get_height(size)) \
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.override_failure_message("Line height at size %d" % size) \
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.is_equal(builtin.get_height(size))
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