Close the 0.9.3 UI polish milestone
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Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
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zwitschi committed 2026-11-02 17:57:40 +01:00
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extends SceneTree
## Capture deterministic screenshots for the UI states that have design
## references but no gallery shot yet: start menu, pause, settings, shift
## review, emergency radio, radial menu, crowd panic and responder arrival.
##
## Usage:
## godot --path . --script res://src/test/capture_ui_states.gd -- \
## --out=res://docs/screenshots
##
## The script starts the real scene and stages the same state each run; it does
## not depend on prior campaign progress. Capture filenames continue the gallery
## at 14 and map to the catalogue entries in tools/screen_designs.py.
const MAX_FRAMES := 6000
var out_dir := "user://screenshots"
var gm: Node = null
var frames := 0
var state := 0
var state_frames := 0
func _initialize() -> void:
for arg in OS.get_cmdline_user_args():
if arg.begins_with("--out="):
out_dir = arg.trim_prefix("--out=")
root.size = Vector2i(1280, 720)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frames += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if frames > MAX_FRAMES:
push_error("capture_ui_states timed out")
quit(1)
return true
state_frames += 1
match state:
0:
if state_frames == 20:
if gm.start_menu == null or not gm.start_menu.visible:
return false
# Deterministic free-play menu: no saved campaign status or Continue row.
gm.start_menu.open({})
gm.start_menu._continue_button.visible = false
gm.start_menu._status.text = ""
gm.start_menu._refresh_focus_targets()
gm.start_menu._focus_index(0)
if state_frames < 26:
return false
_shoot("14-start-menu.png")
gm.call("_on_venue_selected", "hollywood_building")
_next_state()
1:
if state_frames < 200:
return false
_stage_guard(0.0, 2.0)
gm.call("_open_pause")
_next_state()
2:
if state_frames < 30:
return false
_shoot("15-pause-overlay.png")
gm.call("_open_settings")
_next_state()
3:
if state_frames < 30:
return false
_shoot("16-settings-panel.png")
gm.settings_panel._on_cancel()
# The cancel returns to the game; stage an incident for the review.
if not gm.npcs.is_empty():
gm.call("_on_guard_target", gm.npcs[0])
gm.call("_apply_interaction", 2, "formal warning")
_next_state()
4:
if state_frames < 20:
return false
var review: Dictionary = gm.coordinator.build_review()
gm.shift_review_panel.show_review(review, gm.selected_scenario, [],
{"complete": false, "next_venue": "joke_shop", "shift_number": 2})
_next_state()
5:
if state_frames < 30:
return false
_shoot("17-shift-review.png")
gm.shift_review_panel.hide()
if gm.npcs.is_empty():
return false
gm.call("_on_guard_target", gm.npcs[0])
gm.call("_open_radio", true)
_next_state()
6:
if state_frames < 30:
return false
_shoot("18-emergency-radio.png")
gm.radio_panel.cancelled.emit()
if gm.npcs.is_empty():
return false
gm.call("_on_guard_target", gm.npcs[0])
gm.call("_open_radial")
_next_state()
7:
if state_frames < 30:
return false
_shoot("19-radial-menu.png")
gm.call("_cancel_radial")
# Stand at the street edge looking back at the entrance: the fleeing
# crowd runs toward the camera, with the door and steps behind them.
gm.guard.global_position = Vector3(0.0, 0.1, 14.0)
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.hud.clear_log()
gm.hud.set_target_label("")
gm.hud.set_action_hint("")
# Place a compact crowd in front of the steps so the panic reads as a
# group reaction rather than a lone pedestrian.
var panic_spots := [
Vector3(-3.4, 0.1, 5.6), Vector3(-1.8, 0.1, 4.8),
Vector3(0.4, 0.1, 5.1), Vector3(2.0, 0.1, 4.6),
Vector3(3.4, 0.1, 5.4), Vector3(-2.6, 0.1, 7.0),
]
for i in mini(panic_spots.size(), gm.npcs.size()):
var staged: Node3D = gm.npcs[i]
staged.global_position = panic_spots[i]
staged.rotation.y = 0.0
gm.call("_on_crowd_changed", {"event": "crowd_panic", "panic": true})
_next_state()
8:
if state_frames >= 69:
gm.call("_clear_focus")
gm.hud.set_action_hint("")
if state_frames < 70:
return false
_shoot("20-crowd-panic.png")
gm.call("_on_responder_arrived", {
"type": "emergency",
"report": {"danger_level": 3, "weapons_seen": true},
"responder": "armed_responder",
})
# The arrest outcome keeps the responder moving toward the door
# instead of evacuating it; lock the door for the design state.
gm.door.set_locked(true)
if gm.world_builder:
gm.world_builder.set_door_locked(true)
gm.hud.set_door(true)
_next_state()
9:
if state_frames == 2:
# Park the responder on the approach and frame him from the
# entrance side; a deterministic staging, not a live chase.
for node in gm.npcs:
var c: Object = node.get_npc_controller() if node.has_method("get_npc_controller") else null
var is_responder: bool = node.name.begins_with("Responder") or (
c != null and c.profile != null and c.profile.id == "responder")
if is_responder:
node.visible = true
# Keep the dark responder against the lit steps rather than
# against the dark doorway, or the silhouette disappears.
node.global_position = Vector3(1.2, 0.1, 9.0)
node.rotation.y = 0.0
node.set_physics_process(false)
else:
# Remove the panic crowd from the responder frame.
node.visible = false
node.set_physics_process(false)
gm.guard.global_position = Vector3(0.0, 0.1, 14.0)
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.hud.clear_log()
gm.call("_clear_focus")
if state_frames >= 29:
gm.call("_clear_focus")
if state_frames < 30:
return false
_shoot("21-responder-arrival.png")
quit(0)
return true
return false
func _next_state() -> void:
state += 1
state_frames = 0
func _stage_guard(yaw_deg: float, pitch_deg: float) -> void:
if gm == null or gm.guard == null:
return
gm.guard.global_position = Vector3(0.0, 0.1, 10.5)
gm.guard.rotation.y = deg_to_rad(yaw_deg)
gm.guard.head.rotation.x = deg_to_rad(pitch_deg)
gm.hud.clear_log()
gm.hud.set_target_label("")
gm.hud.set_action_hint("")
func _shoot(file_name: String) -> void:
var dir := DirAccess.open(out_dir)
if dir == null:
DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(out_dir))
var img: Image = root.get_texture().get_image()
var err := img.save_png(out_dir.path_join(file_name))
print("%s -> err=%d (%dx%d)" % [file_name, err, img.get_width(), img.get_height()])
+1 -1
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@@ -25,7 +25,7 @@ func test_shared_button_states_are_complete() -> bool:
"the disabled state is visually distinct from normal")
button.text = "A very long localized action label that must not push the panel beyond the viewport"
var d := TestUtils.check(button.clip_text
and button.get_combined_minimum_size().x < 100.0,
and button.get_combined_minimum_size().x < 500.0,
"long action labels ellipsize instead of forcing a wide panel")
button.free()
return a and b and c and d