spaceship/tests/_font_probe.gd
Loïc Wisniewski 85814ce88c Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1
A fleet of neon-outlined ships explores a procedurally generated, seeded
infinite world: tap/joystick steering, pinch zoom, formation pivoting,
planet landings, an ore economy with extractors and haulers, and player
built structures (mothership, ship crafter, command centre).

All art is hand-drawn with draw_* calls rather than textures, and the
backgrounds are camera-relative shaders so they stay precise at large
world coordinates.

Includes a 35-test headless suite (tests/run_tests.sh) plus screenshot
tooling that renders real frames through Xvfb and Mesa softpipe, since
--headless has no GPU.

Excluded from version control: .godot/ (import cache, and it holds
export credentials), builds/, android/build/ and packaged APKs - all
regenerable, and ~325 MB combined.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 18:41:58 +02:00

39 lines
1.7 KiB
GDScript

extends SceneTree
# Diagnostic - NOT run by run_tests.sh (underscore prefix). Prints what the
# project's font settings actually resolve to at runtime, and measures real
# string widths, so UI boxes can be sized from measurements instead of
# guessed character widths.
#
# godot --headless -s res://tests/_font_probe.gd
func _initialize() -> void:
print("gui/theme/default_font_size setting = %s" % ProjectSettings.get_setting("gui/theme/default_font_size", "<unset>"))
print("gui/theme/custom = '%s'" % ProjectSettings.get_setting("gui/theme/custom", ""))
print("gui/theme/custom_font = '%s'" % ProjectSettings.get_setting("gui/theme/custom_font", ""))
var scene: Node = load("res://Main.tscn").instantiate()
root.add_child(scene)
for path in ["UI/BuildMenu/InfoPopup/Panel/TitleLabel",
"UI/BuildMenu/InfoPopup/Panel/MessageLabel",
"UI/BuildMenu/MothershipLabel",
"UI/BuildMenu/TitleLabel",
"UI/NavLabel"]:
var label: Label = scene.get_node_or_null(path)
if label == null:
print("%s: MISSING" % path)
continue
# The theme item is "font_size"; "font" is the typeface item. Asking
# for the wrong one silently returns the engine fallback (16) and
# hides both the project setting and any per-node override.
var size: int = label.get_theme_font_size("font_size")
var font: Font = label.get_theme_font("font")
var sample: String = "Fleet home port. A wiped-out fleet rebuilds here."
var width: float = font.get_string_size(sample, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x
print("%-46s effective size=%d box=%s 48-char sample is %.0fpx wide (%.1f px/char), line height %.0f" % [
path, size, label.size, width, width / float(sample.length()), font.get_height(size)
])
quit(0)