Keep command panels attached while scrolling

This commit is contained in:
2026-06-19 20:26:05 +09:00
parent 9981cbbb90
commit 761b7f729e
3 changed files with 48 additions and 2 deletions

View File

@@ -10,6 +10,7 @@ func _init() -> void:
_check_scene_post_move_menu_flow(failures)
_check_scene_post_move_edge_positioning(failures)
_check_scene_post_move_scrolled_view_positioning(failures)
_check_scene_post_move_menu_tracks_map_scroll(failures)
_check_scene_post_move_text_fit(failures)
_check_scene_post_move_tactic_picker_flow(failures)
_check_scene_post_move_item_picker_flow(failures)
@@ -204,6 +205,45 @@ func _check_scene_post_move_scrolled_view_positioning(failures: Array[String]) -
scene.free()
func _check_scene_post_move_menu_tracks_map_scroll(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()
if not scene.state.load_battle("res://data/scenarios/001_yellow_turbans.json"):
failures.append("could not load opening battle for scroll-tracking menu")
scene.free()
return
scene.battle_started = true
scene.campaign_complete_screen = false
scene.briefing_panel.visible = false
scene.result_panel.visible = false
scene._clear_pending_move_state()
var pending_cell := Vector2i(10, 6)
var cao_cao: Dictionary = scene.state.get_unit("cao_cao")
cao_cao["pos"] = pending_cell
cao_cao["moved"] = true
cao_cao["acted"] = false
scene.state.select_unit("cao_cao")
scene.pending_move_unit_id = "cao_cao"
scene.pending_move_from_cell = Vector2i(9, 6)
scene.pending_move_to_cell = pending_cell
scene._show_post_move_menu()
if scene.post_move_menu == null or not scene.post_move_menu.visible:
failures.append("scroll-tracking post-move menu should be visible")
scene.free()
return
scene.post_move_menu.position = Vector2(1.0, 1.0)
var map_rect: Rect2 = scene._minimap_map_rect()
if not scene._scroll_board_to_minimap_position(map_rect.end):
failures.append("minimap scroll should move the opening large map")
var expected_position: Vector2 = scene._local_command_panel_position_for_cell(pending_cell, scene.POST_MOVE_MENU_SIZE)
if scene.post_move_menu.position.distance_squared_to(expected_position) > 0.01:
failures.append("post-move menu should track board scroll: %s vs %s" % [str(scene.post_move_menu.position), str(expected_position)])
_check_local_panel_position(failures, scene, scene.post_move_menu, pending_cell, "scroll-tracking post-move action menu")
scene.free()
func _check_scene_post_move_text_fit(failures: Array[String]) -> void:
var scene = BattleSceneScript.new()
scene._create_hud()