Files
MusicPlayer/tests/integration/test_layout_unchanged.gd
T
Sansan d77b72159d Sort the scripts and scenes into folders
main/ holds the main window and top bar, quiz/ the quiz and its parts,
player/ the music player, popups/ every popup and what they share, data/ the
songs, players, playlist and settings, server/ the MusicServer client,
common/ the list row and GameLog, and themes/ the themes and style boxes.
2026-10-06 11:57:29 +02:00

148 lines
5.6 KiB
GDScript

extends GdUnitTestSuite
## Checks that every node of the main window is where it was before the window was
## split into scenes.
##
## [code]tests/data/layout_baseline.json[/code] was written by
## [code]tools/take_screenshots.gd[/code] before the split. It holds the position, size
## and visibility of every node in each UiTour state, keyed by the node's old path. This
## test runs the same tour and compares, after moving each old path to where the node
## lives now.
const BASELINE_PATH: String = "res://tests/data/layout_baseline.json"
## Where each node of the old main window lives now: its old name, and the path that
## replaces it. Nodes that are not listed are still where they were.
const MOVED: Dictionary = {
# The top bar
"TopPanelContainer": "TopBar/TopPanelContainer",
"Title": "TopBar/Title",
"SearchButton": "TopBar/SearchButton",
"SyncButton": "TopBar/SyncButton",
"StatisticsButton": "TopBar/StatisticsButton",
"ShortcutsButton": "TopBar/ShortcutsButton",
"AboutButton": "TopBar/AboutButton",
"QRButton": "TopBar/QRButton",
# The popups of the main window, renamed from *Window to *Popup
"Search": "SearchPopup",
"SyncWindow": "SyncPopup",
"QRWindow": "QRPopup",
"ShortcutsWindow": "ShortcutsPopup",
"AboutWindow": "AboutPopup",
"Log": "LogPopup",
# The quiz and its parts
"Open": "Quiz/Open",
"FileDialog": "Quiz/FileDialog",
"DebugLabel": "Quiz/DebugLabel",
"MusicListPanel": "Quiz/MusicListPanel",
"Players": "Quiz/PlayersPanel",
"ScrollContainer": "Quiz/InspirationList",
"VBoxContainer": "Quiz/NowPlaying",
"MusicPlayer": "Quiz/MusicPlayer/PlayerBar",
"RepeatSongCheckButton": "Quiz/MusicPlayer/RepeatSongCheckButton",
"ResetPlaylistButton": "Quiz/QuizToolbar/ResetPlaylistButton",
"ResetPointsButton": "Quiz/QuizToolbar/ResetPointsButton",
"SettingsButton": "Quiz/QuizToolbar/SettingsButton",
"SoundTestButton": "Quiz/QuizToolbar/SoundTestButton",
"ShowAnswerButton": "Quiz/SongControls/ShowAnswerButton",
"NextButton": "Quiz/SongControls/NextButton",
"SettingsWindow": "Quiz/SettingsPopup",
"NewCharacterSelect": "Quiz/CharacterSelectPopup",
"WinnerWindow": "Quiz/WinnerPopup",
}
## Scenes that were renamed, by their old and new root name. A row added to a list is
## named after its scene's root when the name is still free, so these show up deeper in a
## path.
const RENAMED_SCENES: Dictionary = {
"SongListObject": "SongRow",
"Player": "PlayerRow",
}
const SYNC_COLUMNS: String = "SyncPopup/SyncPanel/ScrollContainer/SyncVBoxContainer"
## Nodes renamed inside a popup: the path after the moves above, and the new path.
const RENAMED_PATHS: Dictionary = {
"SearchPopup/ScrollContainer/VBoxContainer": "SearchPopup/ScrollContainer/SearchResults",
SYNC_COLUMNS + "/CatchedErrorsVBox": SYNC_COLUMNS + "/CaughtErrorsVBox",
SYNC_COLUMNS + "/CaughtErrorsVBox/CatchedErrorsLabel":
SYNC_COLUMNS + "/CaughtErrorsVBox/CaughtErrorsLabel",
}
## How far a node may be from its old place, in pixels.
const TOLERANCE: float = 0.5
var _snapshot: AutoloadSnapshot
var _server: FakeHttpTransport
var _main: Control
var _layout: Dictionary = {}
func before() -> void:
_snapshot = AutoloadSnapshot.take([Settings, Playlist])
UiTour.prepare_autoloads()
_server = UiTour.make_server().install()
# Laid out at the size the baseline was taken at, like the screenshots
var viewport: SubViewport = auto_free(SubViewport.new())
viewport.size = Vector2i(1920, 1080)
viewport.gui_embed_subwindows = true
Engine.get_main_loop().root.add_child(viewport)
_main = load("res://main/MainWindow.tscn").instantiate()
viewport.add_child(_main)
await UiTour.new(_main).run(func(state: String, popup: Node) -> void:
_layout[state] = UiTour.dump_layout(_main, _main if popup == null else popup))
func after() -> void:
_main.free()
await Engine.get_main_loop().process_frame
_server.uninstall()
_snapshot.restore()
## Where the node that used to be at [param old_path] in the main window is now.
static func new_path(old_path: String) -> String:
var parts: PackedStringArray = old_path.split("/")
for i: int in parts.size():
parts[i] = RENAMED_SCENES.get(parts[i], parts[i])
var first: String = parts[0]
parts[0] = MOVED.get(first, first)
var path: String = "/".join(parts)
# In order, so a node inside a renamed node is found after its parent's rename
for renamed: String in RENAMED_PATHS:
if path == renamed || path.begins_with(renamed + "/"):
path = RENAMED_PATHS[renamed] + path.trim_prefix(renamed)
return path
func _baseline() -> Dictionary:
return JSON.parse_string(FileAccess.get_file_as_string(BASELINE_PATH))
func test_tour_has_the_same_states_as_the_baseline() -> void:
assert_array(_layout.keys()).contains_exactly_in_any_order(_baseline().keys())
func test_every_node_is_where_it_was() -> void:
var problems: Array[String] = []
var baseline: Dictionary = _baseline()
for state: String in baseline:
var actual: Dictionary = _layout.get(state, {})
for old_path: String in baseline[state]:
var path: String = new_path(old_path)
var expected: Dictionary = baseline[state][old_path]
if !actual.has(path):
problems.append("%s: %s is missing (was %s)" % [state, path, old_path])
continue
var rect: Array = actual[path].rect
for i: int in 4:
if absf(rect[i] - expected.rect[i]) > TOLERANCE:
problems.append("%s: %s is at %s, was %s"
% [state, path, rect, expected.rect])
break
if actual[path].visible != expected.visible:
problems.append("%s: %s visible is %s, was %s"
% [state, path, actual[path].visible, expected.visible])
assert_array(problems).override_failure_message(
"%d nodes moved:\n%s" % [problems.size(), "\n".join(problems.slice(0, 30))]) \
.is_empty()