extends SceneTree # Headless test: run with # godot --headless -s res://tests/test_build_popup_fits_window.gd # Forgejo #92: the confirm-this-building popup ran off a landscape window. # # The card is authored at a fixed 704x1200 around a portrait phone. On a # window that is wider than it is tall the stretched canvas is ~1080 units # high, so 1200 units of card hung over both edges - and since the confirm # and cancel buttons are anchored to the card's own bottom edge, they went # with it. A player on a desktop could open the popup and then neither buy # nor dismiss the thing. # # Covers: # A. on every window shape the card lies entirely inside the viewport # B. so do the two buttons on it, which is the part that made the popup a # dead end rather than merely an ugly one # C. it is not blown up on a big screen - the layout inside is tuned at # the authored size and only ever shrinks # D. it re-fits when the window changes, rather than only at startup # Portrait phone, 16:9 desktop, an ultrawide, and a small laptop. const SHAPES: Array = [ Vector2i(720, 1280), Vector2i(1920, 1080), Vector2i(2560, 900), Vector2i(1280, 720), ] var game_state: Node var scene: Node var controller: Node var panel: Control var shapes: Array = [] var frames: int = 0 var opened: bool = false func _initialize() -> void: game_state = root.get_node("GameState") game_state.rocks = 500 game_state.buildings.clear() game_state.extractors.clear() shapes = SHAPES.duplicate() scene = load("res://world/Main.tscn").instantiate() root.add_child(scene) controller = scene.get_node("BuildController") panel = scene.get_node("UI/BuildMenu/InfoPopup/Panel") func _inside(rect: Rect2, outer: Rect2) -> bool: # Rect2.encloses() is exclusive at the edges for zero-area cases; this is # the plain reading - all four sides within, touching allowed. return rect.position.x >= outer.position.x - 0.5 \ and rect.position.y >= outer.position.y - 0.5 \ and rect.end.x <= outer.end.x + 0.5 \ and rect.end.y <= outer.end.y + 0.5 func _process(_delta: float) -> bool: frames += 1 if not opened: if frames < 12: return false controller._on_build_pressed() controller._show_building_info(GameState.BUILDING_MOTHERSHIP) if not scene.get_node("UI/BuildMenu/InfoPopup").visible: return _fail("the build popup did not open") opened = true frames = 0 root.size = SHAPES[0] return false # Give the resize a few frames to reach the Control layout before reading # any rect off it. if frames < 6: return false frames = 0 var shape: Vector2i = shapes.pop_front() var screen: Rect2 = Rect2(Vector2.ZERO, panel.get_viewport_rect().size) var card: Rect2 = Rect2(panel.global_position, panel.size) print("%s -> canvas %.0fx%.0f, card %.0fx%.0f at %.0f,%.0f" % [ shape, screen.size.x, screen.size.y, card.size.x, card.size.y, card.position.x, card.position.y]) # A. the card itself if not _inside(card, screen): return _fail("at %s the card %s is not inside the screen %s" % [shape, card, screen]) # B. and what the player has to press on it for button_name in ["BuildButton", "CloseButton"]: var button: Control = panel.get_node(button_name) var button_rect: Rect2 = Rect2(button.global_position, button.size) if not _inside(button_rect, screen): return _fail("at %s the %s at %s is off screen" % [shape, button_name, button_rect]) # C. never bigger than authored if card.size.x > panel.design_size.x + 0.5 or card.size.y > panel.design_size.y + 0.5: return _fail("at %s the card grew past its authored %s" % [shape, panel.design_size]) if shapes.is_empty(): # D. the last shape was reached by resizing an already-open popup, so # every check above already ran against a re-fit rather than against # a card that happened to be built at the right size. print("TEST_BUILD_POPUP_FITS_WINDOW: PASS (%d window shapes)" % SHAPES.size()) quit(0) return true root.size = shapes[0] return false func _fail(message: String) -> bool: print("TEST_BUILD_POPUP_FITS_WINDOW: FAIL (%s)" % message) quit(1) return true