Files
settled-reach/client/tests/test_atlas_window_overlay.gd
T
jpmschweitzerandClaude Fable 5 372ce37bb6 feat(ui): T-1145 round-2 polish — cover-fit, WASD+edge-scroll pan, smoothed composite (Jeroen rulings)
Cover-fit: fit_window_view zooms from the viewport's LARGER dimension,
no margin factor (any factor under 1.0 leaves a long-axis gap — checked
numerically) — the composite fills edge to edge, overhanging the short
axis into pan-space; the refloat center-equality early-return already
prevents refetch churn at rest (proved, not just tested).

Input model (Jeroen: drag breaks click semantics with map objects):
LMB-drag pan REMOVED from the regional window; clicks are
object-reserved. Pan = held WASD/arrows polled in _process (delta- and
zoom-scaled, camera-pans-toward-key convention verified numerically)
plus edge-scroll within 24px of the viewport border; both suppressed
over UI and on OS focus loss; both set _user_adjusted; wheel zoom and
Esc unchanged. Reads RAW physical keycodes deliberately — independent
of the shared D-054 move_* InputMap actions bound to the same keys
(whose occlusion-leak is pre-existing and now ticketed as T-1146).
Pole wall + east-west wrap unchanged, re-driven through the new
inputs; drag tests replaced, not kept.

Smoothed composite (interim pending T-1143): per-cell colors bake into
an n x n Image/ImageTexture (exact existing colorizer incl. overlay +
ice tint) drawn once with LINEAR filtering — GPU bilinear reads as
terrain, the planetary heightmap's own treatment. Crisp per-cell path
preserved behind COMPOSITE_SMOOTH for T-1143 A/B. Rebuild only on
reference-identity change of window/toggle (is_same — verified true
reference equality; value-equal distinct dicts DO rebuild).

Governance: T-1145 amendment paragraph on D-226 T-1124 SS5 (all three
supersessions); pql decisions validate ok.

Suites: window_viewer 74/74, window_geometry 32/32, window_overlay
(new) 16/16; gdlint clean on all six files.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 16:51:24 +02:00

153 lines
6.5 KiB
GDScript

## T-1145 item 3 (interim presentation, pending the T-1143 design pass):
## tests for AtlasWindowOverlay's smoothed-composite texture rebuild cache —
## the "rebuild ONLY when window/overlay/tint inputs change, not per frame"
## requirement. Does not test the actual PIXEL CONTENT of the built texture
## (that content is exactly _cell_color()/_apply_glaciation(), already
## covered by test_atlas_window_colors.gd's colorizer tests — this file is
## about WHEN a rebuild happens, not what color a given cell produces).
class_name TestAtlasWindowOverlay
extends GdUnitTestSuite
static func _mock_window(n: int = 2) -> Dictionary:
return {
"center": [0, 0],
"n": n,
"morphology": PackedByteArray([8, 14, 0, 1]),
"elev_q": PackedByteArray([40, 90, 5, 60]),
"temp_dc": [120, 95, -32768, 60],
"moisture_q": PackedByteArray([50, 30, 90, 20]),
"vegetation": PackedByteArray([2, 1, 6, 3]),
"glaciation": PackedByteArray([0, 0, 1, 2]),
}
## Minimal viewer stub — AtlasWindowOverlay only reaches the viewer through
## get_district_window()/is_overlay_visible()/get_cell_pixel_size(), so a
## bare stub with just those three methods is a legitimate "viewer" for
## these tests, matching the duck-typed-viewer precedent this whole overlay
## cluster already relies on (atlas_overlay_bar.gd/atlas_legend_panel.gd).
class _ViewerStub:
var window: Variant = null
var active_overlay: String = ""
func get_district_window() -> Variant:
return window
func is_overlay_visible(overlay_id: String) -> bool:
return overlay_id == active_overlay
func get_cell_pixel_size() -> float:
return 16.0
func test_composite_smooth_defaults_true() -> void:
assert_bool(AtlasWindowOverlay.COMPOSITE_SMOOTH).override_failure_message(
"T-1145 item 3 ships the smoothed composite as the DEFAULT presentation"
).is_true()
## A fresh overlay with no draw yet has never built a texture — the cache
## starts empty.
func test_no_texture_before_first_draw() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
assert_that(o._cached_texture).is_null()
## First _rebuild_texture_if_needed() call for a real window builds a texture.
func test_rebuild_builds_a_texture_on_first_call() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var window: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window, 2, "")
assert_that(o._cached_texture).override_failure_message(
"the first rebuild call for a real window must produce a texture"
).is_not_null()
## Calling _rebuild_texture_if_needed() AGAIN with the SAME window object
## (same reference) and the same active toggle must NOT rebuild — the exact
## same ImageTexture instance survives (reference equality, not just
## "another texture that happens to look the same").
func test_rebuild_is_a_noop_when_window_and_toggle_are_unchanged() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var window: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window, 2, "")
var first_texture: ImageTexture = o._cached_texture
o._rebuild_texture_if_needed(window, 2, "")
assert_bool(is_same(o._cached_texture, first_texture)).override_failure_message(
"an unchanged (window, active_toggle) pair must reuse the SAME texture"
+ " object, not rebuild an equivalent-but-new one"
).is_true()
## A DIFFERENT window object (even with identical field VALUES) — matching
## what a fresh server response always is, a new Dictionary — MUST trigger a
## rebuild. This is the reference-vs-value distinction the class doc calls
## out explicitly (is_same(), not a deep compare).
func test_rebuild_fires_for_a_different_window_object_with_same_values() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var window_a: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window_a, 2, "")
var first_texture: ImageTexture = o._cached_texture
# A structurally-IDENTICAL but DISTINCT Dictionary object — the exact
# shape a second server response for the same window content would be.
var window_b: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window_b, 2, "")
assert_bool(is_same(o._cached_texture, first_texture)).override_failure_message(
"a new window object (even with identical field values) must trigger a"
+ " fresh rebuild — the cache key is REFERENCE identity, not value equality"
).is_false()
## Changing the active toggle overlay (same window object) must ALSO trigger
## a rebuild — temp/moisture/veg/base each read different colors per cell.
func test_rebuild_fires_when_active_toggle_changes() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var window: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window, 2, "")
var first_texture: ImageTexture = o._cached_texture
o._rebuild_texture_if_needed(window, 2, "gen_dw_temp")
assert_bool(is_same(o._cached_texture, first_texture)).override_failure_message(
"switching the active toggle overlay must trigger a rebuild — the SAME"
+ " window's cells read different colors under a different toggle"
).is_false()
## Panning/zooming (which redraw this node constantly via _apply_transform())
## never touches window/overlay state — repeated rebuild CALLS with identical
## inputs (simulating many redraws while nothing about the DATA changed) must
## all be no-ops after the first, confirming the "not per frame" requirement
## end to end, not just for a single repeat.
func test_repeated_rebuild_calls_with_unchanged_inputs_all_reuse_the_same_texture() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var window: Dictionary = _mock_window()
o._rebuild_texture_if_needed(window, 2, "")
var first_texture: ImageTexture = o._cached_texture
for _i in range(20): # 20 simulated redraws (pan/zoom frames)
o._rebuild_texture_if_needed(window, 2, "")
assert_bool(is_same(o._cached_texture, first_texture)).override_failure_message(
"20 repeated rebuild calls with unchanged inputs must never touch the cache"
).is_true()
## The overlay's real _draw() entry point (via the smoothed path) produces a
## texture through the SAME _ViewerStub duck-typed interface every other
## caller in this cluster uses — an end-to-end sanity check that _draw()
## actually reaches _rebuild_texture_if_needed() for a real window, not just
## that the helper works in isolation.
func test_draw_builds_a_texture_through_the_viewer_stub() -> void:
var o: AtlasWindowOverlay = auto_free(AtlasWindowOverlay.new())
var stub := _ViewerStub.new()
stub.window = _mock_window()
o.viewer = stub
o._draw()
assert_that(o._cached_texture).is_not_null()