Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_desktop_controls.gd
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# Forgejo #118 and #121: two raw-touch controls that a mouse could not
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# reach.
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#
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# Both read InputEventScreenTouch/ScreenDrag, and the project no longer turns
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# clicks into them - the same routing gap #93 found in the research tree.
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# The boost was unreachable on a desktop and the formation could not be
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# rearranged at all.
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#
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# Driven through the REAL routing in each case (GameController for the
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# fader, BuildController for the editor) rather than by calling the controls
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# directly, because the routing is what was missing - a test that called
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# handle_mouse_button() itself would have passed against both reports.
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#
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# Covers:
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# A. #118 - a click on the fader takes hold of it, dragging moves the
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# boost, and releasing lets go
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# B. the fader claims the press, so dragging the boost does not also zoom
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# the world behind it
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# C. #121 - a click grabs a formation slot, moving drags it, and the
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# formation really changes
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# D. releasing drops the slot, and moving afterwards does not keep dragging
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# E. the wheel zooms the formation panel, which is what replaces the pinch
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var game_state: Node
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var scene: Node
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var controller: Node
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var fleet: Node
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var fader: Control
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var editor: Control
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var formation_menu: Control
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.reset_progression()
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game_state.reset_waves()
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game_state.reset_formation()
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game_state.intro_active = false
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game_state.vessel_levels["unlock_distorder"] = 1
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2026-09-05 17:09:27 +02:00
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# #219: fleet capacity is built now - one berth free, one per Fleet
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# Office. This test flies more than one vessel, so it needs the offices
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# standing before the fleet spawns into them.
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load("res://tests/_berths.gd").grant(root.get_node("GameState"), 6)
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Cover the last batch of tickets with tests
The previous ten tickets shipped with almost no coverage - only #109, #113,
#115 and #117 touched a test. That was a gap, not a decision: everything
before it had its behaviour pinned, and #116 in particular added a whole
subsystem nothing was watching.
Four new files and one extended case:
test_spacial_workshop #116 - the repair economy end to end: the
cost of a repair scales with the damage, the
workshop asks logistics for that ore and
stops at its buffer, a drone spends when it
LEAVES so two cannot double-charge one wall,
and a target levelled in flight sends its
load home rather than swallowing it
test_desktop_controls #118/#121 - both driven through the real
routing, because the routing is what was
missing; a test calling handle_mouse_button()
itself would have passed against both reports
test_enemy_bomber #114 - it flies, it faces where it flies, its
bombs arrive, and it bombs structures with no
fleet in sight
test_menu_polish #111/#112/#119/#120 - what each panel shows
test_wave_system (case G) #110 - the dev button, and that it does not
exist outside dev mode
One assertion worth recording: the craft caption is checked as an EXACT
match against the vessel's display name rather than by hunting for resource
words in it. The first version failed on "Gas Bomber" - a vessel named after
a resource, and always will be. What #111 removed was the price spelled out
underneath, not the name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-24 12:10:31 +02:00
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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fleet = scene.get_node("Fleet")
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controller = scene.get_node("BuildController")
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fader = scene.get_node("UI/SpeedFader")
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editor = scene.get_node("UI/FormationMenu/Editor")
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formation_menu = scene.get_node("UI/FormationMenu")
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func _fail(message: String) -> bool:
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print("TEST_DESKTOP_CONTROLS: FAIL (%s)" % message)
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quit(1)
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return true
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func _click(at: Vector2, pressed: bool, target: Node) -> void:
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var event: InputEventMouseButton = InputEventMouseButton.new()
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event.button_index = MOUSE_BUTTON_LEFT
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event.pressed = pressed
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event.position = at
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target._unhandled_input(event)
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func _move(to: Vector2, target: Node) -> void:
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var event: InputEventMouseMotion = InputEventMouseMotion.new()
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event.position = to
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target._unhandled_input(event)
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func _wheel(button: int, at: Vector2) -> void:
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var event: InputEventMouseButton = InputEventMouseButton.new()
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event.button_index = button
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event.pressed = true
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event.position = at
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controller._unhandled_input(event)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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if elapsed < 0.3:
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return false
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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# The fader only exists where the fleet can actually boost.
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fleet.spawn_ships(2, Vector2.ZERO, PackedStringArray([
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GameState.VESSEL_INTERCEPTOR, GameState.VESSEL_DISTORDER]))
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.3:
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return false
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if not fader.visible:
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return _fail("the fleet has an Energy Propulser and the fader is still hidden")
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if game_state.max_fleet_speed_multiplier <= 1.0:
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return _fail("the boost has no range to move through")
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# --- A. click, drag, release -----------------------------
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var top: Vector2 = fader.global_position + Vector2(fader.size.x * 0.5,
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fader.track_margin + 2.0)
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var bottom: Vector2 = fader.global_position + Vector2(fader.size.x * 0.5,
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fader.size.y - fader.track_margin - 2.0)
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_click(bottom, true, scene)
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if not fader.is_active():
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return _fail("a click on the fader did not take hold of it")
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var at_bottom: float = game_state.fleet_speed_multiplier
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_move(top, scene)
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var at_top: float = game_state.fleet_speed_multiplier
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if at_top <= at_bottom:
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return _fail("dragging the fader from bottom to top left the boost at %.2f" % at_top)
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_click(top, false, scene)
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if fader.is_active():
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return _fail("the fader is still held after the button came up")
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_move(bottom, scene)
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if not is_equal_approx(game_state.fleet_speed_multiplier, at_top):
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return _fail("the fader kept following the pointer after release")
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print("fader: %.2fx at the bottom, %.2fx at the top, released cleanly" \
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% [at_bottom, at_top])
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# --- B. it claims the press ------------------------------
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var zoom_before: float = scene.get_node("Camera2D").zoom.x
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_click(bottom, true, scene)
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_click(bottom, false, scene)
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if not is_equal_approx(scene.get_node("Camera2D").zoom.x, zoom_before):
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return _fail("pressing the fader also moved the camera behind it")
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print("the press stops at the fader; the world behind it is untouched")
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# --- C/D/E. the formation editor -------------------------
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formation_menu.visible = true
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editor.queue_redraw()
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.2:
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return false
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var slot_before: Vector2 = game_state.formation[0]
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var grab: Vector2 = editor.global_position + editor._slot_screen_pos(0)
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_click(grab, true, controller)
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if editor.dragging_index != 0:
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return _fail("a click on the first formation slot grabbed %d" % editor.dragging_index)
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_move(grab + Vector2(70.0, 40.0), controller)
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if game_state.formation[0] == slot_before:
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return _fail("dragging the slot did not move it")
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var dragged: Vector2 = game_state.formation[0]
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print("slot 0 moved from %s to %s under a mouse" % [str(slot_before), str(dragged)])
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# --- D. release lets go ----------------------------------
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_click(grab + Vector2(70.0, 40.0), false, controller)
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if editor.dragging_index != -1:
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return _fail("the slot is still held after the button came up")
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_move(grab + Vector2(200.0, 200.0), controller)
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if game_state.formation[0] != dragged:
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return _fail("the slot kept following the pointer after release")
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print("released, and the slot stopped following")
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# --- E. the wheel zooms ----------------------------------
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var scale_before: float = editor.scale_factor
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_wheel(MOUSE_BUTTON_WHEEL_UP, editor.global_position + editor.size * 0.5)
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if editor.scale_factor <= scale_before:
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return _fail("the wheel did not zoom the formation panel in")
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_wheel(MOUSE_BUTTON_WHEEL_DOWN, editor.global_position + editor.size * 0.5)
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_wheel(MOUSE_BUTTON_WHEEL_DOWN, editor.global_position + editor.size * 0.5)
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if editor.scale_factor >= scale_before:
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return _fail("the wheel did not zoom back out")
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print("the wheel zooms the panel both ways (%.2f -> %.2f)" \
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% [scale_before, editor.scale_factor])
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print("TEST_DESKTOP_CONTROLS: PASS")
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quit(0)
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return true
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return false
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