Files
security-game/src/test/tests/test_accessibility.gd
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Gig Line Dev f6aa26e6ca
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Harden UI layout for font scale and long strings
- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels.
- Ellipsize long action-button labels so panels cannot grow past the viewport.
- Add accessibility/button layout assertions and refresh the gallery captures.
- Record the font/layout pass in TODO, docs, changelog and memory.
2026-11-02 16:23:46 +01:00

75 lines
4.2 KiB
GDScript

extends RefCounted
## Accessibility: escalation cues that survive grayscale (shape + level, not hue
## alone) and the HUD font scale from settings.
const Hud := preload("res://src/game/ui/hud.gd")
const Rules := preload("res://src/core/rules.gd")
func test_meter_shape_and_level() -> bool:
var a := TestUtils.check_eq(Hud.escalation_meter(0), "[-----] L0/5", "calm shows an empty meter")
var b := TestUtils.check_eq(Hud.escalation_meter(3), "[###--] L3/5", "three filled blocks at blocking")
var c := TestUtils.check_eq(Hud.escalation_meter(5), "[#####] L5/5", "emergency fills the meter")
var d := TestUtils.check_eq(Hud.escalation_meter(99), "[#####] L5/5", "levels clamp at 5")
var e := TestUtils.check_eq(Hud.escalation_meter(-2), "[-----] L0/5", "levels clamp at 0")
return a and b and c and d and e
func test_meter_is_not_hue_only() -> bool:
## Every level must differ in shape/text, independent of colour.
var seen: Array[String] = []
for level in 6:
var meter: String = Hud.escalation_meter(level)
if seen.has(meter):
return TestUtils.fail("levels %d and %d share a meter" % [level, seen.find(meter)])
seen.append(meter)
return TestUtils.check(seen.size() == 6, "all six levels have distinct meters")
func test_escalation_label_includes_meter_and_name() -> bool:
var hud: Node = Hud.new()
hud.set_escalation(Rules.Level.FORMAL_WARNING)
var text: String = hud.escalation_label.text
var a := TestUtils.check(text.contains("Formal Warning"), "label names the level")
var b := TestUtils.check(text.contains("[##---]"), "label shows the shape meter")
var c := TestUtils.check(text.contains("L2/5"), "label shows the numeric level")
hud.free()
return a and b and c
func test_font_scale_applies_to_core_labels() -> bool:
var hud: Node = Hud.new()
var base_top: int = hud.top_label.get_theme_font_size("font_size")
var base_log: int = hud.log_label.get_theme_font_size("font_size")
var base_esc: int = hud.escalation_label.get_theme_font_size("font_size")
var base_mode: int = hud.mode_label.get_theme_font_size("font_size")
hud.set_font_scale(1.4)
var a := TestUtils.check(hud.top_label.get_theme_font_size("font_size") > base_top, "top label grows")
var b := TestUtils.check(hud.log_label.get_theme_font_size("font_size") > base_log, "log grows")
var c := TestUtils.check(hud.escalation_label.get_theme_font_size("font_size") > base_esc, "escalation label grows")
var d := TestUtils.check(hud.mode_label.get_theme_font_size("font_size") > base_mode, "mode label grows")
# Scaling is by font size, not Control.scale, so anchored labels keep layout.
var e := TestUtils.check(is_equal_approx(hud.top_label.scale.x, 1.0), "labels are not Control-scaled")
hud.set_font_scale(9.0)
var capped: int = hud.top_label.get_theme_font_size("font_size")
var f := TestUtils.check(capped <= int(round(float(base_top) * 1.75)) + 1, "scale clamps at 1.75")
# The target chip must widen with the scaled font instead of spilling over
# the world; an extreme name is capped rather than pushing off-screen.
hud.set_font_scale(1.75)
hud.set_target_label("Intoxicated Pedestrian")
var chip = hud.get("_target_chip")
var chip_width: float = float(chip.offset_right) - float(chip.offset_left)
var g := TestUtils.check(chip_width > 300.0, "target chip widens at max font scale")
hud.set_target_label("An Extraordinarily Long Display Name For A Visitor In A Pseudo Locale")
var long_width: float = float(chip.offset_right) - float(chip.offset_left)
var h := TestUtils.check(long_width <= 420.5, "target chip caps an extreme name")
hud.free()
return a and b and c and d and e and f and g and h
func test_settings_font_scale_is_applied_after_ui_exists() -> bool:
## The HUD is created after settings load, so the manager must re-apply.
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("_apply_settings(player_settings)"), "settings are applied on boot")
var build_idx := src.find("_build_ui()")
var apply_idx := src.find("_apply_settings(player_settings)", build_idx)
var b := TestUtils.check(apply_idx > build_idx, "the second apply happens after the HUD is built")
var c := TestUtils.check(src.contains("hud.set_font_scale(float(settings.get("),
"settings drive the HUD font scale")
return a and b and c