Files
MusicPlayer/tests/integration/test_players_panel.gd
T
Sansan 8c1987807c Make the music list, player list and inspiration list their own scenes
MusicListPanel, PlayersPanel (was Players) and InspirationList (was
ScrollContainer) each get their own scene and script. They report what
happens through signals, and the quiz wires them to the playlist, the
music player, the log and the popups. Every node keeps its place on screen.

Screenshots of every UI state are pixel-identical to before, the layout
test still matches the original baseline, and each part is tested on its
own as well as through the quiz.
2026-10-06 10:27:35 +02:00

147 lines
4.8 KiB
GDScript

extends GdUnitTestSuite
## The player list on its own: adding players through the name field, removing them
## and asking for a new character.
var _snapshot: AutoloadSnapshot
var _runner: GdUnitSceneRunner
var _panel: PlayersPanel
func before_test() -> void:
_snapshot = AutoloadSnapshot.take([Settings])
Settings.player_array.clear()
Settings.edit_players = false
_runner = scene_runner("res://PlayersPanel.tscn")
_panel = _runner.scene()
func after_test() -> void:
await await_idle_frame()
_snapshot.restore()
func _rows() -> Array[Node]:
return _panel.players_list_container.get_children()
func _add(player_name: String) -> void:
_panel.new_player_name_field.text = player_name
_panel.add_player()
func _click(control: Control) -> void:
_runner.set_mouse_position(_panel.get_viewport().get_final_transform()
* control.get_global_rect().get_center())
await _runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await _runner.await_input_processed()
func test_add_button_shows_and_hides_the_add_row() -> void:
assert_bool(_panel.add_player_container.visible).is_false()
await _click(_panel.add_players_button)
assert_bool(_panel.add_player_container.visible).is_true()
assert_bool(Settings.edit_players).is_true()
await _click(_panel.add_players_button)
assert_bool(_panel.add_player_container.visible).is_false()
assert_bool(Settings.edit_players).is_false()
func test_adding_a_name_adds_a_player_and_a_row() -> void:
var signals: GdUnitSignalAssert = assert_signal(monitor_signals(_panel))
_add("Crono")
assert_int(Settings.player_array.size()).is_equal(1)
var crono: PlayerObject = Settings.player_array[0]
assert_str(crono.player_name).is_equal("Crono")
await signals.is_emitted("player_added", [crono])
assert_str(_panel.new_player_name_field.text).is_empty()
assert_object((_rows()[0] as Player).player_object).is_same(crono)
func test_add_button_in_the_row_adds_the_player() -> void:
await _click(_panel.add_players_button)
_panel.new_player_name_field.text = "Marle"
await _click(_panel.add_player_button)
assert_int(Settings.player_array.size()).is_equal(1)
func test_enter_in_the_name_field_adds_the_player() -> void:
await _click(_panel.add_players_button)
_panel.new_player_name_field.text = "Lucca"
_panel.new_player_name_field.grab_focus()
_runner.simulate_key_pressed(KEY_ENTER)
await _runner.await_input_processed()
assert_array(Settings.player_array.map(
func(p: PlayerObject) -> String: return p.player_name)).contains_exactly(["Lucca"])
func test_empty_name_adds_nobody() -> void:
var signals: GdUnitSignalAssert = assert_signal(monitor_signals(_panel))
_add("")
assert_array(Settings.player_array).is_empty()
assert_array(_rows()).is_empty()
await signals.wait_until(200).is_not_emitted("player_added")
func test_cannot_add_more_than_max_players() -> void:
for i: int in Settings.MAX_NUMBER_OF_PLAYERS + 1:
_add("Player %d" % i)
assert_int(Settings.player_array.size()).is_equal(Settings.MAX_NUMBER_OF_PLAYERS)
assert_int(_rows().size()).is_equal(Settings.MAX_NUMBER_OF_PLAYERS)
func test_rows_follow_player_order_and_numbering() -> void:
_add("Crono")
_add("Marle")
_add("Lucca")
assert_array(_rows().map(func(row: Player) -> String: return row.player_object.player_name)) \
.contains_exactly(["Crono", "Marle", "Lucca"])
assert_array(_rows().map(func(row: Player) -> int: return row.list_index)) \
.contains_exactly([0, 1, 2])
func test_remove_button_removes_the_player_and_row() -> void:
_add("Crono")
_add("Marle")
var crono: PlayerObject = Settings.player_array[0]
var signals: GdUnitSignalAssert = assert_signal(monitor_signals(_panel))
(_rows()[0].get_node("HBoxContainer/RemovePlayer") as BaseButton).pressed.emit()
await signals.is_emitted("player_removed", [crono])
assert_array(Settings.player_array.map(
func(p: PlayerObject) -> String: return p.player_name)).contains_exactly(["Marle"])
assert_int(_rows().size()).is_equal(1)
assert_int((_rows()[0] as Player).list_index).is_equal(0)
func test_character_button_asks_for_a_new_character() -> void:
_add("Crono")
var row: Player = _rows()[0]
var signals: GdUnitSignalAssert = assert_signal(monitor_signals(_panel))
(row.get_node("HBoxContainer/Character") as BaseButton).pressed.emit()
await signals.is_emitted("change_character_requested", [row, "Crono"])
func test_reload_shows_new_scores() -> void:
_add("Crono")
Settings.player_array[0].player_score = 3
_panel.reload()
assert_str(((_rows()[0] as Player).get_node("HBoxContainer/Name") as Label).text) \
.ends_with("Crono: 3")