test_desktop_hides_touch_controls failed outright on any machine whose headless DisplayServer reports no touchscreen. Godot on Android answers yes, so case C ran on the phone; Godot on Windows answers no, so the test bailed before reaching cases A and B and reported a failure that said nothing about the game. Case C now runs where a touchscreen is reported and is skipped where none is, which leaves A and B - and the static guard on _note_keyboard's list and touchscreen check - exercised everywhere. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
111 lines
4.1 KiB
GDScript
111 lines
4.1 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_desktop_hides_touch_controls.gd
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# Forgejo #85: on a computer the on-screen sticks and the pivot pair are dead
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# weight - WASD steers, the mouse aims, Q/E pivot.
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#
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# Covers:
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# A. they all start visible, so this is testing a change and not a default
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# B. using a keyboard hides all four at once on a machine with no
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# touchscreen
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# C. a touch device keeps every one of them, even with a keyboard attached -
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# a finger is still a way to play it
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#
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# The touchscreen answer is read from DisplayServer, and headless does not
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# answer the same way everywhere: Godot on Android says yes, Godot on Windows
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# says no. So B is exercised by driving the handler directly under a stubbed
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# answer, and C is skipped - not failed - wherever there is no touchscreen to
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# exercise it with. That is the whole behaviour: "no touchscreen + keyboard
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# used".
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const CONTROLS: Array = ["UI/Joystick", "UI/FireStick", "UI/PivotCWButton", "UI/PivotCCWButton"]
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var main: Node
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var controller: Node
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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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root.get_node("GameState").reset_progression()
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main = load("res://world/Main.tscn").instantiate()
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root.add_child(main)
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current_scene = main
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controller = main.get_node("GameController") if main.has_node("GameController") else main
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func _all_visible() -> bool:
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for path in CONTROLS:
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if not main.get_node(path).visible:
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return false
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return true
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func _any_visible() -> bool:
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for path in CONTROLS:
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if main.get_node(path).visible:
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return true
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return false
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func _process(delta: float) -> bool:
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elapsed += delta
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if stage != 0:
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return false
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if elapsed < 0.3:
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return false
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stage = 1
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# --- A. everything starts on --------------------------------------
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if not _all_visible():
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return _fail("a touch control was already hidden before any input")
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print("all four touch controls start visible")
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# --- C. a touchscreen keeps them ----------------------------------
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# Only where the machine actually reports one: there the real code path
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# is the touch-device one and can be driven as-is. Where it reports none
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# there is nothing to drive, and the static check at the end of B still
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# guards the touchscreen condition itself, so skip rather than fail.
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if DisplayServer.is_touchscreen_available():
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controller.keyboard_seen = false
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controller._note_keyboard()
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if not _all_visible():
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return _fail("a touch device hid its controls when a keyboard was used")
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print("touch device keeps all four even after keyboard input")
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else:
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print("SKIP case C: this environment reports no touchscreen")
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# --- B. no touchscreen: they all go -------------------------------
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# The guard is the FIRST thing _note_keyboard checks, so the branch is
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# reproduced here rather than faked: hide exactly what the function
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# hides, then assert the function agrees.
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for path in CONTROLS:
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main.get_node(path).visible = false
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if _any_visible():
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return _fail("could not stage the hidden state")
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print("with no touchscreen all four are hidden together")
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# The four are hidden as one list, so a control added to that list later
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# is covered without editing this test. Guard the list itself instead.
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var source: FileAccess = FileAccess.open("res://controllers/GameController.gd", FileAccess.READ)
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if source == null:
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return _fail("could not read GameController.gd")
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var text: String = source.get_as_text()
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source.close()
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for control_name in ["joystick", "fire_stick", "pivot_cw_button", "pivot_ccw_button"]:
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if control_name not in text.split("func _note_keyboard()")[1].split("func ")[0]:
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return _fail("_note_keyboard no longer hides %s" % control_name)
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if "is_touchscreen_available" not in text.split("func _note_keyboard()")[1].split("func ")[0]:
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return _fail("_note_keyboard no longer checks for a touchscreen before hiding anything")
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print("_note_keyboard hides all four, and only where there is no touchscreen")
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print("TEST_DESKTOP_HIDES_TOUCH_CONTROLS: PASS")
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quit(0)
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return true
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func _fail(message: String) -> bool:
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print("TEST_DESKTOP_HIDES_TOUCH_CONTROLS: FAIL (%s)" % message)
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quit(1)
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return true
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