The card is authored at a fixed 704x1200 around a portrait phone. On a window wider than it is tall the stretched canvas is about 1080 units high, so the card sat at y=-60 and hung over both edges - and the confirm and cancel buttons are anchored to its own bottom edge, so they went off screen with it. The popup was not merely ugly on a desktop, it was a dead end: nothing on it could be pressed. NeonPanel now fits itself to the viewport and re-fits when the window changes. It only ever shrinks; growing the card would stretch proportions that are tuned rather than fluid. The fitting adjusts offsets around a fixed centre, so it applies only to a card pinned to a point - a panel stretched between different anchors already follows its parent and is left alone. Verified across portrait, 16:9, ultrawide and small-laptop shapes, on the card and on both buttons. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
110 lines
4 KiB
GDScript
110 lines
4 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_build_popup_fits_window.gd
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# Forgejo #92: the confirm-this-building popup ran off a landscape window.
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#
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# The card is authored at a fixed 704x1200 around a portrait phone. On a
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# window that is wider than it is tall the stretched canvas is ~1080 units
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# high, so 1200 units of card hung over both edges - and since the confirm
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# and cancel buttons are anchored to the card's own bottom edge, they went
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# with it. A player on a desktop could open the popup and then neither buy
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# nor dismiss the thing.
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#
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# Covers:
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# A. on every window shape the card lies entirely inside the viewport
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# B. so do the two buttons on it, which is the part that made the popup a
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# dead end rather than merely an ugly one
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# C. it is not blown up on a big screen - the layout inside is tuned at
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# the authored size and only ever shrinks
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# D. it re-fits when the window changes, rather than only at startup
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# Portrait phone, 16:9 desktop, an ultrawide, and a small laptop.
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const SHAPES: Array = [
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Vector2i(720, 1280), Vector2i(1920, 1080), Vector2i(2560, 900), Vector2i(1280, 720),
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]
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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 panel: Control
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var shapes: Array = []
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var frames: int = 0
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var opened: bool = false
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.rocks = 500
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game_state.buildings.clear()
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game_state.extractors.clear()
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shapes = SHAPES.duplicate()
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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controller = scene.get_node("BuildController")
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panel = scene.get_node("UI/BuildMenu/InfoPopup/Panel")
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func _inside(rect: Rect2, outer: Rect2) -> bool:
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# Rect2.encloses() is exclusive at the edges for zero-area cases; this is
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# the plain reading - all four sides within, touching allowed.
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return rect.position.x >= outer.position.x - 0.5 \
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and rect.position.y >= outer.position.y - 0.5 \
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and rect.end.x <= outer.end.x + 0.5 \
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and rect.end.y <= outer.end.y + 0.5
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func _process(_delta: float) -> bool:
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frames += 1
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if not opened:
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if frames < 12:
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return false
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controller._on_build_pressed()
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controller._show_building_info(GameState.BUILDING_MOTHERSHIP)
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if not scene.get_node("UI/BuildMenu/InfoPopup").visible:
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return _fail("the build popup did not open")
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opened = true
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frames = 0
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root.size = SHAPES[0]
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return false
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# Give the resize a few frames to reach the Control layout before reading
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# any rect off it.
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if frames < 6:
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return false
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frames = 0
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var shape: Vector2i = shapes.pop_front()
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var screen: Rect2 = Rect2(Vector2.ZERO, panel.get_viewport_rect().size)
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var card: Rect2 = Rect2(panel.global_position, panel.size)
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print("%s -> canvas %.0fx%.0f, card %.0fx%.0f at %.0f,%.0f" % [
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shape, screen.size.x, screen.size.y, card.size.x, card.size.y,
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card.position.x, card.position.y])
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# A. the card itself
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if not _inside(card, screen):
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return _fail("at %s the card %s is not inside the screen %s" % [shape, card, screen])
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# B. and what the player has to press on it
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for button_name in ["BuildButton", "CloseButton"]:
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var button: Control = panel.get_node(button_name)
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var button_rect: Rect2 = Rect2(button.global_position, button.size)
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if not _inside(button_rect, screen):
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return _fail("at %s the %s at %s is off screen" % [shape, button_name, button_rect])
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# C. never bigger than authored
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if card.size.x > panel.design_size.x + 0.5 or card.size.y > panel.design_size.y + 0.5:
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return _fail("at %s the card grew past its authored %s" % [shape, panel.design_size])
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if shapes.is_empty():
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# D. the last shape was reached by resizing an already-open popup, so
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# every check above already ran against a re-fit rather than against
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# a card that happened to be built at the right size.
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print("TEST_BUILD_POPUP_FITS_WINDOW: PASS (%d window shapes)" % SHAPES.size())
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quit(0)
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return true
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root.size = shapes[0]
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return false
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func _fail(message: String) -> bool:
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print("TEST_BUILD_POPUP_FITS_WINDOW: FAIL (%s)" % message)
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quit(1)
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return true
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