Files
Papay-Shooter/debug/ui_capture.gd
T
2026-08-09 01:31:44 -04:00

69 lines
1.9 KiB
GDScript

extends SceneTree
## Screenshot every UI screen, so the theme can be LOOKED at rather than
## asserted about.
##
## A theme is the one kind of change no headless check can validate: every
## contrast mistake, every panel that turns out to be invisible against the
## thing behind it, and every button whose label sits outside its own chip
## compiles perfectly. So this drives the real screens with rendering on and
## writes a PNG of each.
##
## godot --path . -s res://debug/ui_capture.gd -- <output_dir>
##
## Writes shot_menu.png, shot_pause.png, shot_loadouts.png and
## shot_settings.png.
var _frames := 0
var _out_dir := "."
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if args.size() > 0:
_out_dir = args[0]
change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _process(_delta: float) -> bool:
_frames += 1
match _frames:
50:
_shot("menu")
# Into a real match. The pause menu deliberately refuses to open over
# the main menu, and it is the in-game background — a lit 3D level
# rather than a flat colour — that its legibility has to survive.
var nm = root.get_node_or_null("NetworkManager")
if nm and nm.has_method("start_singleplayer_match"):
nm.start_singleplayer_match(GameMode.DEATHMATCH)
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
200:
_open("_show_main_menu")
215:
_shot("pause")
_open("_show_loadouts")
320:
# Long enough for the model to load and the springs to settle.
_shot("loadouts")
_open("_show_settings")
340:
_shot("settings")
quit()
return false
func _open(screen: String) -> void:
var menu = root.get_node_or_null("PauseMenu")
if menu == null:
push_warning("ui_capture: no PauseMenu autoload")
return
menu.visible = true
menu.call(screen)
func _shot(name: String) -> void:
var img := root.get_texture().get_image()
var path := "%s/shot_%s.png" % [_out_dir, name]
img.save_png(path)
print("wrote %s" % path)