updated skin studio

This commit is contained in:
bryanthaboi
2026-08-17 20:39:53 -04:00
parent 917735a41c
commit 4e1ab1879b
7 changed files with 565 additions and 25 deletions
+51
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-- Driver: the studio's side of the alt-tab crash. Leaving the window mid-drag
-- must drop the drag and the queued click and still draw; main.lua's routing of
-- love.focus / love.visible / pad events while the studio owns the window is
-- pinned by tests/engine/skin_studio_image_import.lua (a driver run boots a
-- game, so main.lua's Studio branch is not live here).
-- POKEPORT_DRIVER=tests/drivers/skin_studio_focus_test.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Studio = require("src.ui.SkinStudio")
local TouchControls = require("src.core.TouchControls")
love.window.setMode(1280, 720, { resizable = true, highdpi = true })
U.wait(2)
Studio.load({ version = "red", skinId = "gb_anim", onClose = function() end })
U.wait(2)
U.log("skin:", Studio.skin and Studio.skin.id)
Studio.drag = { kind = "control-move", mx = 1, my = 1, bx = 0, by = 0,
bw = 10, bh = 10 }
Studio.clicked = true
local okFocus, errFocus = pcall(Studio.focus, false)
U.log("focus lost:", okFocus, errFocus or "")
U.log("drag:", tostring(Studio.drag), "click:", tostring(Studio.clicked))
local droppedDrag = Studio.drag == nil and Studio.clicked == false
-- a held test press must not survive the trip out of the window either
Studio.testing = true
TouchControls:setPreview(false)
TouchControls.held = TouchControls.held or {}
TouchControls.held.start = true
pcall(Studio.focus, false)
local held = next(TouchControls.held or {})
U.log("held after focus loss:", tostring(held))
local okVisible = pcall(Studio.visible, false)
U.log("minimize:", okVisible)
local okDraw, errDraw = pcall(Studio.draw)
U.log("draw after alt-tab:", okDraw, errDraw or "")
Studio.unload()
if droppedDrag and held == nil and okVisible and okDraw then
U.log("RESULT pass")
else
U.log("RESULT FAIL")
end
love.event.quit()
while true do coroutine.yield() end
end
+120
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-- Driver: imports a bezel image into a fresh skin through the studio's Import
-- button and shoots the result, with the native dialog stubbed out (the real
-- one blocks on osascript / zenity / PowerShell). Also covers button art and
-- the drag-and-drop path.
-- SHOT_DIR=/tmp/studioimport POKEPORT_DRIVER=tests/drivers/skin_studio_import_shot.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Studio = require("src.ui.SkinStudio")
local FilePicker = require("src.core.FilePicker")
local TouchSkin = require("src.core.TouchSkin")
local dir = os.getenv("SHOT_DIR") or "/tmp/studioimport"
os.execute('mkdir -p "' .. dir .. '" 2>/dev/null')
love.window.setMode(1440, 900, { resizable = true, highdpi = true })
U.wait(2)
local pending = nil
love.draw = function()
Studio.draw()
if pending then
local path = pending
pending = nil
love.graphics.captureScreenshot(function(imagedata)
local f = io.open(path, "wb")
if f then f:write(imagedata:encode("png"):getString()) f:close() end
end)
end
end
local function shot(name)
pending = dir .. "/" .. name
for _ = 1, 90 do
if not pending then break end
coroutine.yield()
end
U.wait(3)
local f = io.open(dir .. "/" .. name, "rb")
U.log(f and "shot" or "FAIL shot", name)
if f then f:close() end
end
Studio.load({ version = "red", onClose = function() end })
U.wait(3)
-- start from New so the run does not depend on the saved skin choice
Studio.skin = TouchSkin.newSkin("import_probe")
Studio.skinIdField = "import_probe"
Studio.pageIndex, Studio.selected, Studio.images = 1, nil, {}
U.log("skin:", Studio.skin.id, "bezel:", tostring(Studio.page().imagePath))
-- what the native dialog would hand back
local picked = "assets/skins/gb_anim/img/gb_back.png"
local realOpen = FilePicker.open
FilePicker.open = function(prompt, kind)
U.log("picker prompt:", prompt, "exts:", table.concat(kind.exts, "/"))
return picked
end
Studio.importImageFile("bezel")
U.log("status:", tostring(Studio.status))
U.log("bezel now:", tostring(Studio.page().imagePath),
"loaded:", tostring(Studio.page().image ~= nil))
U.log("skin root:", Studio.skin.root)
U.log("file on disk:",
tostring(love.filesystem.getInfo(Studio.skin.root .. "/img/gb_back.png") ~= nil))
local viewport = Studio.page().viewport
U.log("viewport left alone:", viewport and
("%.3f %.3f %.3f %.3f"):format(viewport.x, viewport.y, viewport.w, viewport.h)
or "none")
shot("import_bezel.png")
-- button art goes onto the selected control, not the page
Studio.addControl()
FilePicker.open = function() return "assets/skins/gb_anim/img/gbc_a.png" end
Studio.importImageFile("idle")
local ctl = Studio.selectedControl()
U.log("idle art:", tostring(ctl.imagePath),
"bezel untouched:", tostring(Studio.page().imagePath))
FilePicker.open = function() return "assets/skins/gb_anim/img/gbc_b.png" end
Studio.importImageFile("pressed")
U.log("pressed art:", tostring(ctl.pressedImagePath))
shot("import_button_art.png")
-- cancelling the dialog changes nothing
local before = Studio.page().imagePath
FilePicker.open = function() return nil end
Studio.importImageFile("bezel")
U.log("after cancel:", tostring(Studio.page().imagePath),
"unchanged:", tostring(before == Studio.page().imagePath))
-- the drop path shares the import, and refuses non-art
Studio.imageTarget = "bezel"
local raw = love.filesystem.read("assets/skins/tv_crt/img/tv-integer.png")
Studio.filedropped({
getFilename = function() return "/tmp/tv_frame.png" end,
open = function() return true end,
read = function() return raw end,
close = function() return true end,
})
U.log("dropped bezel:", tostring(Studio.page().imagePath))
Studio.filedropped({
getFilename = function() return "/tmp/notes.txt" end,
open = function() return true end,
read = function() return "nope" end,
close = function() return true end,
})
U.log("after dropping a txt:", tostring(Studio.page().imagePath),
"status:", tostring(Studio.status))
shot("import_dropped.png")
love.window.setMode(760, 900, { resizable = true, highdpi = true })
U.wait(3)
shot("import_narrow.png")
FilePicker.open = realOpen
local saved = TouchSkin.find("import_probe")
U.log("skin discoverable:", tostring(saved ~= nil))
Studio.unload()
U.log("done")
love.event.quit()
while true do coroutine.yield() end
end
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-- Skin Studio art import: the native image picker behind the "Import" buttons
-- (bezel / idle / pressed), and the alt-tab crash that took the studio down --
-- love.focus fell through to Game:focus with no game booted.
-- luajit tests/engine/skin_studio_image_import.lua
package.path = "./?.lua;./?/init.lua;" .. package.path
if not _G.love then _G.love = require("tests.love_stub") end
local T = require("tests.harness")
local check, eq = T.check, T.eq
local FilePicker = require("src.core.FilePicker")
local TouchSkin = require("src.core.TouchSkin")
local Studio = require("src.ui.SkinStudio")
local function session()
Studio.skin = TouchSkin.newSkin("t")
Studio.skinIdField = "t"
Studio.pageIndex = 1
Studio.selected = nil
Studio.canvasIndex = 1
Studio.drag = nil
Studio.dirty = false
Studio.status = nil
Studio.testing = false
Studio.images = {}
Studio.imageTarget = "idle"
return Studio.skin
end
-- ------------------------------------------------------------ file picker
check(FilePicker.matches("bezel.png", FilePicker.IMAGE), "png is art")
check(FilePicker.matches("BEZEL.PNG", FilePicker.IMAGE), "case does not matter")
check(FilePicker.matches("shot.jpg", FilePicker.IMAGE), "jpg is art")
check(FilePicker.matches("shot.jpeg", FilePicker.IMAGE), "jpeg is art")
check(not FilePicker.matches("skin.zip", FilePicker.IMAGE), "a zip is not art")
eq(FilePicker.basename("/home/me/art/bezel.png"), "bezel.png", "posix basename")
eq(FilePicker.basename("C:\\Users\\me\\bezel.png"), "bezel.png", "windows basename")
eq(FilePicker.basename("bezel.png"), "bezel.png", "a bare name is its own basename")
-- ----------------------------------------------------------- import target
session()
Studio.addControl()
local ctl = Studio.selectedControl()
check(Studio.adoptImage("bezel.png", "PNGDATA", "bezel"), "bezel import succeeds")
eq(Studio.page().imagePath, "img/bezel.png", "bezel art lands on the page")
eq(ctl.imagePath, nil, "and not on the selected control")
check(Studio.dirty, "importing marks the skin dirty")
check(Studio.status:find("bezel", 1, true) ~= nil, "the status names the target")
check(Studio.adoptImage("a_button.png", "PNGDATA", "idle"), "idle import succeeds")
eq(ctl.imagePath, "img/a_button.png", "idle art lands on the control")
eq(Studio.page().imagePath, "img/bezel.png", "and leaves the bezel alone")
check(Studio.adoptImage("a_down.png", "PNGDATA", "pressed"), "pressed import succeeds")
eq(ctl.pressedImagePath, "img/a_down.png", "pressed art lands on the control")
eq(ctl.imagePath, "img/a_button.png", "idle art survives")
check(not Studio.adoptImage("notes.txt", "junk", "bezel"), "non-art is refused")
eq(Studio.page().imagePath, "img/bezel.png", "and changes nothing")
-- the imported files are listed for the cycle buttons
local listed = {}
for _, rel in ipairs(Studio.images or {}) do listed[rel] = true end
check(listed["img/bezel.png"], "the imported bezel joins the image list")
-- -------------------------------------------------------- picker plumbing
local realOpen, realRead = FilePicker.open, FilePicker.read
local asked
FilePicker.open = function(prompt, kind)
asked = { prompt = prompt, kind = kind }
return "/tmp/some folder/frame.png"
end
FilePicker.read = function() return "PNGDATA" end
session()
Studio.importImageFile("bezel")
check(asked ~= nil, "the bezel button opens a picker")
eq(asked.kind, FilePicker.IMAGE, "and asks for images, not archives")
check(asked.prompt:lower():find("bezel", 1, true) ~= nil, "with a bezel prompt")
eq(Studio.page().imagePath, "img/frame.png", "the pick becomes the bezel")
eq(Studio.imageTarget, "bezel", "and the target sticks for the cycle button")
-- no control selected: an art import says so instead of writing to the page
session()
asked = nil
Studio.importImageFile("idle")
check(asked == nil, "no picker opens without a control to paint")
eq(Studio.page().imagePath, nil, "and the bezel is not overwritten")
check(Studio.status ~= nil, "the studio explains why")
-- a cancelled dialog leaves the skin exactly as it was
session()
FilePicker.open = function() return nil end
Studio.importImageFile("bezel")
eq(Studio.page().imagePath, nil, "cancelling imports nothing")
check(not Studio.dirty, "and does not dirty the skin")
FilePicker.open, FilePicker.read = realOpen, realRead
-- --------------------------------------------------------- focus / alt-tab
session()
Studio.drag = { kind = "control-move", mx = 1, my = 1, bx = 0, by = 0, bw = 1, bh = 1 }
Studio.clicked = true
Studio.focus(false)
eq(Studio.drag, nil, "losing focus drops the in-flight drag")
eq(Studio.clicked, false, "and the queued click")
check(pcall(Studio.visible, false), "minimizing is survivable too")
-- main.lua used to hand focus / visibility / pad events straight to Game while
-- the studio owned the window, and the launcher has no Game -- alt-tab took the
-- app down with "attempt to index a nil value (global 'Game')".
local f = assert(io.open("main.lua", "r"))
local src = f:read("*a")
f:close()
local checked = 0
for name, body in ("\n" .. src):gmatch("\nfunction love%.([%w_]+)%b()\n(.-)\nend\n") do
if body:find("Game:") then
checked = checked + 1
check(body:find("Studio") ~= nil,
"love." .. name .. " checks Studio before dispatching to Game")
check(body:find("not Game then") ~= nil
or body:find("if Game then") ~= nil
or body:find("Game and ") ~= nil,
"love." .. name .. " tolerates a nil Game (launcher / studio session)")
end
end
check(checked >= 10, "the handler scan actually found handlers (" .. checked .. ")")
check(src:find("Studio.focus", 1, true) ~= nil, "love.focus routes to the studio")
check(src:find("Studio.visible", 1, true) ~= nil, "so does love.visible")
T.finish("skin_studio_image_import")