Files
gen1recomp/tests/drivers/rs_option_pages.lua
T

172 lines
5.8 KiB
Lua

local U = require("tests.drivers.util")
local DIR = os.getenv("POKEPORT_SHOT_DIR") or "/tmp/rs_option_pages"
local PHASE = os.getenv("RS_OPTION_PHASE") or "1"
local failures = 0
local function check(ok, label)
print((ok and "PASS " or "FAIL ") .. label)
if not ok then failures = failures + 1 end
return ok
end
local function finish()
print((failures == 0 and "PASS" or "FAIL") .. " rs_option_pages phase=" .. PHASE .. " failures=" .. failures)
love.event.quit(failures == 0 and 0 or 1)
end
local function settle(game)
local Warp = require("src.core.game3.warp")
local Message = require("src.ui.game3.message")
for _ = 1, 600 do
local busy = Warp.isBusy() or (Message.isOpen and Message.isOpen())
if not busy then break end
if Message.isOpen and Message.isOpen() then U.tap(game, "b") end
U.wait(1)
end
end
local function enterWorld(game)
local MapIds = require("src.core.game3.map_ids")
local Map = require("src.core.game3.map")
local Player = require("src.core.game3.player")
local Runtime = require("src.core.game3.runtime")
pcall(function() game:_handleBootAction({ action = "new_game", name = "RUBY", gender = 0 }) end)
U.wait(60)
settle(game)
pcall(function()
Map.load(nil, game, MapIds.forConst("MAP_LITTLEROOT_TOWN"), { x = 10, y = 10, facing = "down" })
end)
local s = Runtime.getSession()
if s then s.x, s.y, s.facing = 10, 10, "down" end
Player.cellX, Player.cellY, Player.px, Player.py = 10, 10, 160, 160
Player.targetX, Player.targetY, Player.facing = 10, 10, "down"
U.wait(60)
settle(game)
return s
end
local function moveTo(game, page, target)
for _ = 1, 64 do
if page.index == target then return true end
U.tap(game, page.index < target and "down" or "up")
U.wait(1)
end
return page.index == target
end
local function shot(game, name)
U.wait(3)
U.shot(game, DIR .. "/" .. name .. ".png")
U.wait(2)
end
local function phase1(game, ShaderFX, ShaderFXMenu)
local Menu = require("src.ui.game3.rs.option_menu")
local Screens = require("src.ui.game3.screens")
local session = enterWorld(game)
local Option = Screens.get("option", session)
check(Option == Menu, "ruby resolves OPTION to the RS menu")
Option.show({ session = session, game = game })
for _ = 1, 120 do
if Menu._state == "input" then break end
U.wait(1)
end
shot(game, "01-native-first-page")
local top = Menu._pages[1]
check(top.rows[1].id == "group.speed", "page 1 opens on Emerald's SPEED group")
U.tap(game, "select")
U.wait(4)
check(not ShaderFXMenu.isOpen(), "SELECT no longer opens a hidden SHADER FX menu")
moveTo(game, top, 8)
shot(game, "02-scrolled-port-rows")
moveTo(game, top, #top.rows + 1)
shot(game, "03-port-rows-bottom")
local groups = {}
for i, row in ipairs(top.rows) do
if row.group then groups[#groups + 1] = { i = i, id = row.id } end
end
check(#groups >= 4, "RS OPTION shows " .. #groups .. " port pages")
local n = 3
for _, g in ipairs(groups) do
moveTo(game, top, g.i)
U.tap(game, "a")
U.wait(4)
local page = Menu._pages[#Menu._pages]
check(#Menu._pages == 2, g.id .. " opens a page")
n = n + 1
shot(game, ("%02d-page-%s"):format(n, g.id:gsub("^group%.", "")))
if g.id == "group.graphics" then
local si
for i, r in ipairs(page.rows) do if r.id == "shaderfx" then si = i end end
if check(si ~= nil, "GRAPHICS lists SHADER FX") then
moveTo(game, page, si)
shot(game, "20-graphics-shaderfx-row")
U.tap(game, "a")
U.wait(6)
check(ShaderFXMenu.isOpen(), "A on the visible SHADER FX row opens the picker")
shot(game, "21-shaderfx-picker")
ShaderFXMenu.handleInput({ wasPressed = function(_, k) return k == "down" end })
U.wait(2)
ShaderFXMenu.handleInput({ wasPressed = function(_, k) return k == "a" end })
for _ = 1, 600 do
if ShaderFX.activeEntry("main") then break end
U.wait(1)
end
local e = ShaderFX.activeEntry("main")
check(e ~= nil, "picking a preset activates SHADER FX")
check(e and game.options.shaderfx == e.name, "the preset persists as options.shaderfx")
print("[driver] chose " .. tostring(e and e.name))
for _ = 1, 4 do
if not ShaderFXMenu.isOpen() then break end
ShaderFXMenu.handleInput({ wasPressed = function(_, k) return k == "b" end })
U.wait(2)
end
shot(game, "22-graphics-shader-applied")
end
end
U.tap(game, "b")
U.wait(4)
check(#Menu._pages == 1, g.id .. " B returns to the native list")
end
U.tap(game, "b")
for _ = 1, 120 do
if not Menu.isOpen() then break end
U.wait(1)
end
check(not Menu.isOpen(), "B saves and closes")
U.wait(10)
shot(game, "23-overworld-shader-applied")
local f = love.filesystem.read("options.lua") or ""
check(f:find("shaderfx", 1, true) ~= nil, "options.lua on disk carries the shader choice")
end
local function phase2(game, ShaderFX)
local e = ShaderFX.activeEntry("main")
check(e ~= nil and e.name == game.options.shaderfx, "SHADER FX restored after restart: " .. tostring(e and e.name))
enterWorld(game)
shot(game, "30-after-restart")
ShaderFX.deactivate()
game.options.shaderfx, game.options.shaderfxSecondary = nil, nil
game:writeOptions()
U.wait(4)
end
return function(game)
local ShaderFX = require("src.render.ShaderFX")
local ShaderFXMenu = require("src.ui.game3.shaderfx_menu")
for _ = 1, 900 do
if game.phase == "boot" and game.boot then break end
U.wait(1)
end
if not check(game.boot ~= nil, "boot reached") then return finish() end
check(#ShaderFX.list() > 0, "presets on disk")
local ok, err = xpcall(function()
if PHASE == "2" then phase2(game, ShaderFX) else phase1(game, ShaderFX, ShaderFXMenu) end
end, debug.traceback)
if not ok then check(false, "driver error: " .. tostring(err)) end
finish()
end