- A Quiz settings button under the player bar opens a small card above it with the quiz settings, including Auto repeat, which moves there from under the player bar. The card does not dim the quiz, so it can be changed during a song, and grows to fit its rows. - A Settings button in the top bar opens the application settings: server, fullscreen and songs to download ahead. Quick sync is gone, as the server no longer has it, and the server list is in Settings. - Labels use sentence case, and seconds to hide show as whole numbers. - Debug builds switch to the local server and a low winning score in the Settings autoload, before any scene asks the server for anything. The DEBUG label moves to the top bar, so it shows on every tab. - Search moves from the top bar back to the quiz toolbar, as the Statistics tab has its own search.
133 lines
4.5 KiB
GDScript
133 lines
4.5 KiB
GDScript
class_name MainWindowTestSuite
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extends GdUnitTestSuite
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## Base for tests that run the real main window against a fake MusicServer.
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const SONG_INFO: Array[Dictionary] = [
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{"SongNo": 0, "Soundtrack": "Chrono Trigger", "Song": "Corridors of Time"},
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{"SongNo": 1, "Soundtrack": "Final Fantasy VI", "Song": "Dancing Mad"},
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]
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var _server: FakeHttpTransport
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var _snapshot: AutoloadSnapshot
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var _runner: GdUnitSceneRunner
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var _window: Control
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var _quiz: Quiz
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func before_test() -> void:
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_snapshot = AutoloadSnapshot.take([Settings, Playlist])
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Playlist.reset_playlist()
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Playlist.first_song_played = false
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Playlist.is_song_downloading = false
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Settings.player_array.clear()
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Settings.add_to_stats = true
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Settings.hide_next_track = true
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Settings.use_low_played_mode = false
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Settings.winning_score = 20
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_server = FakeHttpTransport.new().install()
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var mp3: PackedByteArray = FileAccess.get_file_as_bytes("res://tests/data/short.mp3")
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_server.respond_json("/music/all", ["Chrono Trigger", "Final Fantasy VI"])
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_server.respond_json("/music/all/order", ["Chrono Trigger", "Final Fantasy VI"])
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_server.respond_json("/music/list", [])
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_server.respond_json("/character/list", [])
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_server.respond_bytes("/music/rand", mp3)
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_server.respond_bytes("/music/addQue", PackedByteArray())
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_server.respond_json("/music/info", SONG_INFO[0])
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_server.respond_bytes("/music/reset", PackedByteArray())
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_server.respond_bytes("/music/played?song=0", PackedByteArray())
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_before_window_starts()
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_runner = scene_runner("res://main/MainWindow.tscn")
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_window = _runner.scene()
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_quiz = _window.get_node("Quiz")
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## Override to change the fake server before the window starts and sends its first
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## requests.
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func _before_window_starts() -> void:
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pass
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func after_test() -> void:
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# Let nodes queued for deletion by the window be freed before orphans are counted
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await await_idle_frame()
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_server.uninstall()
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_snapshot.restore()
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## Makes the next song the server hands out the one described by [param info].
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func _next_song_is(info: Dictionary) -> void:
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_server.respond_json("/music/info", info)
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## Presses a button in the quiz.
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func _press(button_path: String) -> void:
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(_quiz.get_node(button_path) as Button).pressed.emit()
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## Presses Next and waits until the first song is playing.
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func _play_first_song() -> void:
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_press("SongControls/NextButton")
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await _runner.simulate_frames(2)
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## Adds a player through the name field, the same way the user does.
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func _add_player(player_name: String) -> PlayerObject:
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var name_field: TextEdit = _quiz.get_node(
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"PlayersPanel/VBoxContainer/AddPlayerContainer/PlayerNameField")
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name_field.text = player_name
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_quiz.players_panel.add_player()
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return Settings.player_array.back() if !Settings.player_array.is_empty() else null
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## Returns the row in the player list that shows [param player_object].
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func _player_row(player_object: PlayerObject) -> PlayerRow:
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var rows: Node = _quiz.get_node(
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"PlayersPanel/VBoxContainer/ScrollContainer/PlayersListVBoxContainer")
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for row: PlayerRow in rows.get_children():
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if row.player_object == player_object:
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return row
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return null
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## Removes a player with the remove button in its row.
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func _remove_player(player_object: PlayerObject) -> void:
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(_player_row(player_object).get_node("HBoxContainer/RemovePlayer") as BaseButton) \
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.pressed.emit()
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await _runner.simulate_frames(1)
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## Clicks at [param position], given in the window's 1920x1080 layout coordinates.
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func _click_at(position: Vector2) -> void:
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# The runner takes window pixels; the headless test window is much smaller than the
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# layout, so convert like a real mouse position would be
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_runner.set_mouse_position(_window.get_viewport().get_final_transform() * position)
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await _runner.simulate_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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await _runner.await_input_processed()
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## Presses [param keys] together, e.g. [code][KEY_ALT, KEY_1][/code], then releases them.
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func _press_keys(keys: Array[Key]) -> void:
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for key: Key in keys:
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_runner.simulate_key_press(key)
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await _runner.await_input_processed()
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keys.reverse()
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for key: Key in keys:
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_runner.simulate_key_release(key)
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await _runner.await_input_processed()
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## Gives a point with Alt+<number>.
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func _give_point_with_keybind(number: int) -> void:
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await _press_keys([KEY_ALT, (KEY_0 + number) as Key])
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## Takes a point with Ctrl+Alt+<number>.
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func _take_point_with_keybind(number: int) -> void:
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await _press_keys([KEY_CTRL, KEY_ALT, (KEY_0 + number) as Key])
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func _scores() -> Array:
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return Settings.player_array.map(func(p: PlayerObject) -> int: return p.player_score)
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