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test(menu): run the hover-driven menu smoke tests headless - #87
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[Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none] Closes #56. menu_smoke and menu_hoppy_smoke were skipped in CI because their hover checks failed headless; everything else in them passed. Three causes: the 64x64 headless window's stretch transform scales a pointer event's position and the menu recenters in a 1280x1280 visible area, so fixed coordinates miss the buttons; Input.parse_input_event() never hovers anything headless; and push_input() is delivered at once while parsed events wait a frame, so the D-pad release sent just before re-selected the brawler after the hover. - tests/support/pointer.gd hovers a control at its actual rect with viewport.push_input(event, true), after flushing buffered input, the same way in rendered and headless runs. - Both suites use it; menu_smoke finishes with AudioService.settle(). - tools/tests/suites.toml no longer skips them. - CONTRIBUTING and docs/main-menu.md say hover works headless.
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Review comments at @hoppys-adventure-arcade/tests/support/pointer.gd:
- Line 21: Update the control-center calculation in the pointer move helper to
use viewport coordinates by transforming the control’s local center with its
canvas transform before pushing input; leave the surrounding input behavior
unchanged.
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CONTRIBUTING.mddocs/main-menu.mdhoppys-adventure-arcade/tests/menu_hoppy_smoke.gdhoppys-adventure-arcade/tests/menu_smoke.gdhoppys-adventure-arcade/tests/support/pointer.gdhoppys-adventure-arcade/tests/support/pointer.gd.uidtools/tests/suites.toml
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[Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none] Addresses CodeRabbit review 5542805293 on #87: hover() maps the control's centre through get_global_transform_with_canvas(), so a control under a canvas layer or camera transform is still hit.
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[Agent: Claude Code | Model: Opus 5.5 | Thinking: High | Acting on behalf of: Erik | Skill: none]
Closes #56.
Why
menu_smokeandmenu_hoppy_smokewere skipped in CI because they rely on pointer hover, so the hub, which doubles as the booth's attract screen, had no smoke coverage there.What was wrong
Run headless, everything in the two suites already passed except the four hover checks. There were three causes:
Input.parse_input_event()never produced GUI hover headless, whatever the coordinates.push_input()is delivered at once, while events fromInput.parse_input_event()wait for the next frame. The D-pad release the suite sends just before the hover was handled after it, and re-selected the brawler.What
tests/support/pointer.gd(a helper, not a suite):hover(control)moves the pointer to the middle of the control's actual rect.move(viewport, point)andcorner(viewport)move it to a point, or to a corner no button covers.viewport.push_input(event, true).menu_smokeandmenu_hoppy_smokeuse it for their hover steps.menu_smokenow finishes withAudioService.settle(), as CONTRIBUTING asks. The rendered screenshot paths are unchanged.tools/tests/suites.tomldrops both from[skip], so CI runs them.docs/main-menu.mdsay pointer hover works headless through the helper.Testing (macOS, Godot 4.7.1)
run_tests.py -k menumenu_smoke,menu_hoppy_smokeandmenu_return_layoutpass--jobs 4Summary by CodeRabbit