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MusicPlayer/tests/integration/test_theme.gd
T
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Show Japanese text and close the gap in the top bar
Godot's built-in font has no Japanese, so kanji in song names showed as
boxes. The theme now sets Godot's own Open Sans SemiBold as its default
font, with Noto Sans JP Medium as fallback. The Noto file's line metrics
are set to Open Sans's, so line heights stay the same and every other
screen is pixel-identical; fonts/README.md explains how to redo it.

Search and Sync move right to where the Statistics button was.
2026-10-06 23:57:37 +02:00

138 lines
5.2 KiB
GDScript

extends GdUnitTestSuite
## The whole look comes from the project theme, themes/main_theme.tres: scenes and
## scripts name its styles instead of setting colours, sizes or style boxes themselves.
const THEME_PATH: String = "res://themes/main_theme.tres"
## Folders with the game's scenes and scripts.
const GAME_FOLDERS: Array[String] = [
"res://main", "res://quiz", "res://player", "res://popups", "res://common", "res://data",
"res://server", "res://statistics",
]
## The named styles the game uses, and the type each one is based on.
const STYLES: Dictionary = {
"WindowBackground": "Panel",
"PopupBackground": "Panel",
"DarkSpacer": "Panel",
"CharacterCard": "Panel",
"MusicList": "PanelContainer",
"SongRow": "PanelContainer",
"ShortcutRowDark": "PanelContainer",
"ListRowEven": "PanelContainer",
"ListRowOdd": "PanelContainer",
"TitleLarge": "Label",
"TitleMedium": "Label",
"Title": "Label",
"TextLarge": "Label",
"TextMedium": "Label",
"HighlightLarge": "Label",
"HighlightMedium": "Label",
"SongRowLabel": "Label",
"SongRowLabelPlaying": "Label",
"StatisticsCard": "PanelContainer",
"StatisticsCardHover": "PanelContainer",
"StatisticsGrid": "GridContainer",
"TabButton": "Button",
}
var _theme: Theme = load(THEME_PATH)
## Every file in [param folder] and its subfolders whose name ends with [param extension].
func _files(folder: String, extension: String) -> Array[String]:
var found: Array[String] = []
for file_name: String in DirAccess.get_files_at(folder):
if file_name.ends_with(extension):
found.append(folder.path_join(file_name))
for subfolder: String in DirAccess.get_directories_at(folder):
found.append_array(_files(folder.path_join(subfolder), extension))
return found
func _game_files(extension: String) -> Array[String]:
var found: Array[String] = []
for folder: String in GAME_FOLDERS:
found.append_array(_files(folder, extension))
return found
func _lines_matching(files: Array[String], pattern: String) -> Array[String]:
var regex: RegEx = RegEx.create_from_string(pattern)
var hits: Array[String] = []
for path: String in files:
var lines: PackedStringArray = FileAccess.get_file_as_string(path).split("\n")
for i: int in lines.size():
if regex.search(lines[i]) != null:
hits.append("%s:%d: %s" % [path, i + 1, lines[i].strip_edges()])
return hits
func test_project_uses_the_main_theme() -> void:
assert_str(ProjectSettings.get_setting("gui/theme/custom")).is_equal(THEME_PATH)
func test_theme_has_every_named_style() -> void:
for style: String in STYLES:
assert_str(String(_theme.get_type_variation_base(style))) \
.override_failure_message(style + " is missing or has the wrong base") \
.is_equal(STYLES[style])
func test_theme_has_the_palette() -> void:
assert_bool(_theme.has_color("backdrop", "Palette")).is_true()
func test_every_style_named_in_scenes_and_scripts_exists() -> void:
var regex: RegEx = RegEx.create_from_string('&"([A-Z][A-Za-z]+)"')
var missing: Array[String] = []
for path: String in _game_files(".tscn") + _game_files(".gd"):
for found: RegExMatch in regex.search_all(FileAccess.get_file_as_string(path)):
var style: String = found.get_string(1)
if !(style in STYLES) && style != "Palette":
missing.append("%s: %s" % [path, style])
assert_array(missing).override_failure_message(
"Styles not in the theme:\n" + "\n".join(missing)).is_empty()
func test_scenes_take_their_look_from_the_theme() -> void:
var hits: Array[String] = _lines_matching(_game_files(".tscn"),
"^(theme = |label_settings = |theme_override_(styles|colors|font_sizes|fonts)/)" \
+ "|^\\[sub_resource type=\"(StyleBoxFlat|LabelSettings|Theme)\"")
assert_array(hits).override_failure_message(
"Look set in a scene instead of the theme:\n" + "\n".join(hits)).is_empty()
func test_scripts_take_their_look_from_the_theme() -> void:
var hits: Array[String] = _lines_matching(_game_files(".gd"),
"add_theme_[a-z_]+_override|StyleBoxFlat\\.new|Color\\(")
assert_array(hits).override_failure_message(
"Look set in a script instead of the theme:\n" + "\n".join(hits)).is_empty()
func test_main_window_background_comes_from_the_theme_and_lets_clicks_through() -> void:
var main: Control = auto_free(load("res://main/MainWindow.tscn").instantiate())
var background: Panel = main.get_child(0)
assert_str(background.name).is_equal("Background")
assert_str(String(background.theme_type_variation)).is_equal("WindowBackground")
assert_int(background.mouse_filter).is_equal(Control.MOUSE_FILTER_IGNORE)
assert_float(background.anchor_right).is_equal(1.0)
assert_float(background.anchor_bottom).is_equal(1.0)
func test_default_font_shows_japanese() -> void:
var font: Font = _theme.default_font
for character: String in "幕開けミッション":
var found: bool = font.fallbacks.any(
func(fallback: Font) -> bool: return fallback.has_char(character.unicode_at(0)))
assert_bool(found).override_failure_message("No font has " + character).is_true()
func test_japanese_fallback_keeps_the_line_height_of_godots_font() -> void:
var builtin: Font = ThemeDB.get_default_theme().default_font
for size: int in [16, 18, 20, 25, 35, 50]:
assert_float(_theme.default_font.get_height(size)) \
.override_failure_message("Line height at size %d" % size) \
.is_equal(builtin.get_height(size))