Files
room_glitch/tests/launcher/check_controls.gd
T

82 lines
4.1 KiB
GDScript

extends SceneTree
var failures := 0
func _initialize() -> void:
call_deferred("run")
func check(ok: bool, label: String) -> void:
if not ok:
failures += 1
push_error(label)
func run() -> void:
var controls = root.get_node("ArcadeControls")
controls.path = "res://.godot/test_controls.cfg"
var pads := [{"id": 2, "guid": "one", "name": "Encoder A"}, {"id": 5, "guid": "two", "name": "Encoder B"}]
var press := InputEventJoypadButton.new()
press.device = 2
press.button_index = 3
press.pressed = true
var binding: Dictionary = controls.encode(press, pads)
var decoded: InputEvent = controls.decode(binding, pads)
check(decoded.device == 2, "Binding uses a specific device")
InputMap.action_erase_events("arcade_action_1")
InputMap.action_add_event("arcade_action_1", decoded)
check(InputMap.event_is_action(press, "arcade_action_1"), "Player one matches")
press.device = 5
check(not InputMap.event_is_action(press, "arcade_action_1"), "Player two does not match the same button")
var reordered := [{"id": 0, "guid": "two", "name": "Encoder B"}, {"id": 4, "guid": "one", "name": "Encoder A"}]
check(controls.decode(binding, reordered).device == 4, "Identity survives changed device index")
check(controls.decode(binding, []) == null, "Missing device never falls back to all devices")
var twins := [{"id": 0, "guid": "same", "name": "USB"}, {"id": 1, "guid": "same", "name": "USB"}]
press.device = 1
var twin: Dictionary = controls.encode(press, twins)
check(controls.decode(twin, twins).device == 1, "Identical encoders isolated by slot")
check(controls.decode(twin, [twins[1]]) == null, "Unplugged twin does not reassign inputs")
var draft := {}
for i in range(controls.STEPS.size()):
draft[controls.STEPS[i][0]] = {"kind": "key", "code": KEY_A + i, "logical": 0}
check(controls.save_profile(draft) == OK, "Save profile")
controls.bindings.clear()
check(controls.load_profile(), "Reload profile")
check(controls.bindings == draft, "Bindings survive reload")
check(InputMap.action_get_events("arcade_up")[0].physical_keycode == KEY_C, "Saved override applied")
check(InputMap.action_get_events("robotron_move_up")[0].physical_keycode == KEY_C, "Robotron reuses player one movement")
draft.arcade_start.code = KEY_P
check(controls.save_profile(draft) == OK and controls.load_profile(), "Replace existing profile")
check(controls.bindings.arcade_start.code == KEY_P, "Replacement persists")
var before: Dictionary = controls.bindings.duplicate(true)
controls.path = "res://.godot/missing_directory/controls.cfg"
check(controls.save_profile(draft) != OK and controls.bindings == before, "Failed save leaves active bindings intact")
check(not controls.valid({"arcade_start": {"kind": "axis"}}), "Incomplete profile rejected")
var setup = load("res://games/launcher/control_setup.gd").new()
root.add_child(setup)
setup.begin()
setup.armed_at = 0
var key := InputEventKey.new()
key.physical_keycode = KEY_ENTER
key.pressed = true
setup._input(key)
check(setup.step == 0 and setup.waiting != null, "Capture waits for release")
setup._input(key)
check(setup.step == 0, "Held input cannot fill next step")
key.pressed = false
setup._input(key)
check(setup.step == 1 and setup.waiting == null, "Release advances wizard")
check(not setup.conflict("arcade_menu", setup.draft.arcade_start).is_empty(), "Duplicate Start/Select rejected")
setup.draft.arcade_action_1 = {"kind": "key", "code": KEY_SPACE, "logical": 0}
check(setup.conflict("robotron_fire_up", setup.draft.arcade_action_1).is_empty(), "Game fire button can be reused for Robotron")
setup.begin()
for i in range(controls.STEPS.size()):
setup.armed_at = 0
key.physical_keycode = KEY_A + i
key.pressed = true
setup._input(key)
key.pressed = false
setup._input(key)
check(setup.step == controls.STEPS.size() and setup.draft.size() == 13, "Complete wizard reaches review")
check(controls.bindings == before, "Draft does not change live bindings")
controls.path = "res://.godot/test_controls.cfg"
setup.save()
await process_frame
check(controls.load_profile() and controls.bindings.arcade_start.code == KEY_A, "Wizard save survives restart")
print("Control setup checks: %d failures" % failures)
quit(1 if failures else 0)