Files
stickman/tests/test_scenery_brick_preview.gd
ryan c1758efd3b Add tests for scenery surface caching and preview behavior
- Introduced `test_scenery_brick_preview.gd` to validate focused placement and CPU draw-cost for large brick walls.
- Added `test_scenery_surface_cache.gd` to assess texture budget, visual equivalence, and cache invalidation.
- Created `test_scenery_surface_preview.gd` to evaluate adaptive preview selection and placement behavior.
- Implemented various helper functions to measure drawing performance and validate expected behaviors during tests.
- Added unique identifiers for new test files to ensure proper tracking and management.
2026-10-21 11:06:57 -04:00

98 lines
3.8 KiB
GDScript

extends SceneTree
## Focused placement regression and CPU draw-cost comparison for large brick walls.
const WALL := preload("res://scripts/stage/scenery/stage_wall_panel.gd")
const CONTROLLER := preload("res://scripts/editors/stage/stage_scenery_controller.gd")
class TimedWall extends StageWallPanel:
var draw_times_usec: Array[int] = []
func _draw() -> void:
var started: int = Time.get_ticks_usec()
super._draw()
draw_times_usec.append(Time.get_ticks_usec() - started)
var _failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(2560, 1440)
var world := Node2D.new()
var ghosts := Node2D.new()
var controller := CONTROLLER.new() as StageSceneryController
root.add_child(world)
root.add_child(ghosts)
root.add_child(controller)
controller.configure(world, ghosts, null)
controller.set_grid_snap(true, 15.0)
var tint := Color("#995544")
controller.begin_wall(&"finish_wall_brick", Vector2(-300.0, -150.0), tint)
var ghost: StageWallPanel = ghosts.get_child(0) as StageWallPanel
_expect(ghost.interactive_preview, "placement uses the inexpensive brick preview")
var press := InputEventMouseButton.new()
press.button_index = MOUSE_BUTTON_LEFT
press.pressed = true
controller.handle_mouse_button(press, Vector2(-300.0, -150.0), false)
controller.handle_mouse_motion(Vector2(2100.0, 1150.0))
var preview_bounds: Rect2 = ghost.global_transform * ghost.get_local_bounds()
var release := InputEventMouseButton.new()
release.button_index = MOUSE_BUTTON_LEFT
controller.handle_mouse_button(release, Vector2(2100.0, 1150.0), false)
_expect(world.get_child_count() == 1, "release commits one large wall")
var committed: StageWallPanel = world.get_child(0) as StageWallPanel
_expect(not committed.interactive_preview, "committed wall restores the full brick artwork")
_expect(committed.finish_id == &"finish_wall_brick" and committed.tint == tint, "commit preserves the chosen finish and tint")
_expect(preview_bounds.is_equal_approx(committed.global_transform * committed.get_local_bounds()), "preview and commit use the same snapped bounds across negative world coordinates")
controller.exit_tool()
world.free()
ghosts.free()
controller.free()
var sample := TimedWall.new()
sample.position = Vector2(1280.0, 720.0)
sample.interactive_preview = true
sample.configure(Vector2(2400.0, 1320.0), &"finish_wall_brick", tint)
root.add_child(sample)
await process_frame
await process_frame
var draw_count: int = sample.draw_times_usec.size()
_expect(draw_count > 0, "large wall executes its drawing callback")
sample.configure(sample.panel_size, sample.finish_id, sample.tint)
await process_frame
await process_frame
_expect(sample.draw_times_usec.size() == draw_count, "unchanged snapped geometry does not rebuild the drawing")
var preview_usec: float = await _measure_redraws(sample)
sample.interactive_preview = false
await process_frame
await process_frame
var detailed_usec: float = await _measure_redraws(sample)
print("Brick draw CPU time (2400 x 1320): preview=%.2f ms, detailed=%.2f ms, speedup=%.1fx" % [preview_usec / 1000.0, detailed_usec / 1000.0, detailed_usec / maxf(1.0, preview_usec)])
sample.free()
if _failures.is_empty():
print("PASS: scenery brick placement preview")
else:
for failure: String in _failures:
push_error("FAIL: " + failure)
quit(0 if _failures.is_empty() else 1)
func _measure_redraws(sample: TimedWall) -> float:
sample.draw_times_usec.clear()
for _iteration: int in 5:
sample.queue_redraw()
await process_frame
await process_frame
var total_usec: float = 0.0
for elapsed: int in sample.draw_times_usec:
total_usec += float(elapsed)
return total_usec / maxf(1.0, float(sample.draw_times_usec.size()))
func _expect(condition: bool, message: String) -> void:
if not condition:
_failures.append(message)