Files
MusicPlayer/tests/integration/test_quiz_toolbar.gd
T
SansanandClaude Opus 5.5 70e970b24c
Build / test (push) Successful in 1m30s
Build / build (push) Successful in 1m17s
Make the buttons consistent and rework the player list
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>
2026-10-11 21:35:24 +02:00

71 lines
2.2 KiB
GDScript

extends GdUnitTestSuite
## The row of quiz buttons: each button reports its press, and locking disables the
## buttons that use the song list.
const BUTTON_SIGNALS: Dictionary = {
"SearchButton": "search_pressed",
"ResetPlaylistButton": "reset_playlist_pressed",
"ResetPointsButton": "reset_points_pressed",
"SoundTestButton": "sound_test_pressed",
}
var _runner: GdUnitSceneRunner
var _toolbar: QuizToolbar
func before_test() -> void:
_runner = scene_runner("res://quiz/QuizToolbar.tscn")
_toolbar = _runner.scene()
await _runner.simulate_frames(1)
func _button(button_name: String) -> Button:
return _toolbar.get_node(button_name)
func _click(button_name: String) -> void:
_runner.set_mouse_position(_toolbar.get_viewport().get_final_transform()
* _button(button_name).get_global_rect().get_center())
await _runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await _runner.await_input_processed()
func test_clicking_each_button_reports_it() -> void:
for button_name: String in BUTTON_SIGNALS:
var signals: GdUnitSignalAssert = assert_signal(monitor_signals(_toolbar))
await _click(button_name)
await signals.override_failure_message(button_name + " not reported") \
.is_emitted(BUTTON_SIGNALS[button_name])
func test_buttons_are_in_order_left_to_right() -> void:
var lefts: Array = ["SearchButton", "ResetPlaylistButton", "ResetPointsButton",
"SoundTestButton"] \
.map(func(n: String) -> float: return _button(n).position.x)
for i: int in lefts.size() - 1:
assert_float(lefts[i]).is_less(lefts[i + 1])
func test_locking_disables_only_buttons_that_use_the_song_list() -> void:
_toolbar.set_locked(true)
assert_bool(_button("ResetPlaylistButton").disabled).is_true()
assert_bool(_button("SoundTestButton").disabled).is_true()
assert_bool(_button("ResetPointsButton").disabled).is_false()
func test_unlocking_enables_them_again() -> void:
_toolbar.set_locked(true)
_toolbar.set_locked(false)
assert_bool(_button("ResetPlaylistButton").disabled).is_false()
assert_bool(_button("SoundTestButton").disabled).is_false()
func test_clicks_between_buttons_go_through() -> void:
assert_int(_toolbar.mouse_filter).is_equal(Control.MOUSE_FILTER_IGNORE)