Files
MusicPlayer/tests/fakes/main_window_test_suite.gd
T
SansanandClaude Opus 5.5 a735c515bf
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Add Short songs and a choice of how random songs are picked (#30, #51)
Short songs (#30): a quiz settings switch and a Seconds per song row (30 by
default, 10-120 in steps of 5), saved with the quiz settings. Only part of
each quiz song plays, from a random point 10-60% into it, picked once per song
so restart and repeat play the same part. The progress bar, time and seeking
stay within the part, a hidden beginning counts inside it, and its end counts
as the song ending (repeat, stop or go to the next song as set).

Random songs (#51): the low-played switch in Settings is now a Normal / Low
played / Classic choice, stored as Settings.random_mode and not saved.
fetch_random_song(mode) picks /music/rand, /music/rand/low or
/music/rand/classic.

Closes #30
Closes #51

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 21:21:20 +02:00

145 lines
5.0 KiB
GDScript

class_name MainWindowTestSuite
extends GdUnitTestSuite
## Base for tests that run the real main window against a fake MusicServer.
const SONG_INFO: Array[Dictionary] = [
{"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time"},
{"SongNo": 1, "Soundtrack": "Final Fantasy VI", "Song": "Dancing Mad"},
]
var _server: FakeHttpTransport
var _snapshot: AutoloadSnapshot
var _runner: GdUnitSceneRunner
var _window: Control
var _quiz: Quiz
func before_test() -> void:
_snapshot = AutoloadSnapshot.take([Settings, Playlist])
Playlist.reset_playlist()
Playlist.first_song_played = false
Playlist.is_song_downloading = false
Settings.player_array.clear()
Settings.music_folder = null
Settings.character_folder = ""
# Every test starts a new quiz, unless it saves one in _before_window_starts()
QuizSave.delete()
Settings.add_to_stats = true
Settings.hide_next_track = true
Settings.random_mode = Settings.RandomMode.NORMAL
Settings.winning_score = 20
# Otherwise the About popup opens at start, as for a new version
Settings.last_seen_version = Settings.version
# Popups open and close at once, so the tests don't wait for animations
Settings.reduce_animations = true
_server = FakeHttpTransport.new().install()
var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
_server.respond_json("/music/all", ["Chrono Trigger", "Final Fantasy VI"])
_server.respond_json("/music/all/order", ["Chrono Trigger", "Final Fantasy VI"])
_server.respond_json("/music/list", [])
_server.respond_json("/character/list", [])
_server.respond_json("/download", "1.0.0")
_server.respond_bytes("/music/rand", mp3)
_server.respond_bytes("/music/addQue", PackedByteArray())
_server.respond_json("/music/info", SONG_INFO[0])
_server.respond_bytes("/music/reset", PackedByteArray())
_server.respond_bytes("/music/played?song=0", PackedByteArray())
_before_window_starts()
_runner = scene_runner("res://main/MainWindow.tscn")
_window = _runner.scene()
_quiz = _window.get_node("Quiz")
# Rows of buttons are laid out by their containers at the end of the first frame
await _runner.simulate_frames(1)
## Override to change the fake server before the window starts and sends its first
## requests.
func _before_window_starts() -> void:
pass
func after_test() -> void:
# Let nodes queued for deletion by the window be freed before orphans are counted
await await_idle_frame()
QuizSave.delete()
_server.uninstall()
_snapshot.restore()
## Makes the next song the server hands out the one described by [param info].
func _next_song_is(info: Dictionary) -> void:
_server.respond_json("/music/info", info)
## Presses a button in the quiz.
func _press(button_path: String) -> void:
(_quiz.get_node(button_path) as Button).pressed.emit()
## Presses Next and waits until the first song is playing.
func _play_first_song() -> void:
_press("SongControls/NextButton")
await _runner.simulate_frames(2)
## Adds a player through the name field, the same way the user does.
func _add_player(player_name: String) -> PlayerObject:
var name_field: LineEdit = _quiz.get_node(
"PlayersPanel/VBoxContainer/AddPlayerContainer/PlayerNameField")
name_field.text = player_name
_quiz.players_panel.add_player()
return Settings.player_array.back() if !Settings.player_array.is_empty() else null
## Returns the row in the player list that shows [param player_object].
func _player_row(player_object: PlayerObject) -> PlayerRow:
var rows: Node = _quiz.get_node(
"PlayersPanel/VBoxContainer/ScrollContainer/PlayersListVBoxContainer")
for row: PlayerRow in rows.get_children():
if row.player_object == player_object:
return row
return null
## Removes a player with the remove button in its row.
func _remove_player(player_object: PlayerObject) -> void:
(_player_row(player_object).get_node("%RemovePlayer") as BaseButton) \
.pressed.emit()
await _runner.simulate_frames(1)
## Clicks at [param position], given in the window's 1920x1080 layout coordinates.
func _click_at(position: Vector2) -> void:
# The runner takes window pixels; the headless test window is much smaller than the
# layout, so convert like a real mouse position would be
_runner.set_mouse_position(_window.get_viewport().get_final_transform() * position)
await _runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
await _runner.await_input_processed()
## Presses [param keys] together, e.g. [code][KEY_ALT, KEY_1][/code], then releases them.
func _press_keys(keys: Array[Key]) -> void:
for key: Key in keys:
_runner.simulate_key_press(key)
await _runner.await_input_processed()
keys.reverse()
for key: Key in keys:
_runner.simulate_key_release(key)
await _runner.await_input_processed()
## Gives a point with Alt+<number>.
func _give_point_with_keybind(number: int) -> void:
await _press_keys([KEY_ALT, (KEY_0 + number) as Key])
## Takes a point with Ctrl+Alt+<number>.
func _take_point_with_keybind(number: int) -> void:
await _press_keys([KEY_CTRL, KEY_ALT, (KEY_0 + number) as Key])
func _scores() -> Array:
return Settings.player_array.map(func(p: PlayerObject) -> int: return p.player_score)