Files
gen1recomp/tests/drivers/skin_studio_author_tv.lua
T
2026-08-17 06:47:33 -04:00

117 lines
4.0 KiB
Lua

-- Driver: authors a CRT bezel skin from nothing using only Skin Studio
-- actions -- New, drop the art on the window, Detect screen, Save -- then
-- loads the saved folder back and renders the game through it. Answers
-- "could the studio have made tv_crt?" by doing it.
-- SHOT_DIR=/tmp/author POKEPORT_DRIVER=tests/drivers/skin_studio_author_tv.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local Studio = require("src.ui.SkinStudio")
local TouchSkin = require("src.core.TouchSkin")
local dir = os.getenv("SHOT_DIR") or "/tmp/author"
os.execute('mkdir -p "' .. dir .. '" 2>/dev/null')
love.window.setMode(1280, 720, { resizable = true, highdpi = true })
U.wait(2)
local baseDraw = love.draw
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)
end
-- a stand-in for LOVE's DroppedFile, same three calls Studio.filedropped uses
local function droppedFile(realPath)
local handle
return {
getFilename = function() return realPath end,
open = function() handle = assert(io.open(realPath, "rb")) end,
read = function() return handle:read("*a") end,
close = function() if handle then handle:close() handle = nil end end,
}
end
Studio.load({ onClose = function() end })
U.wait(3)
-- 1. New skin, named
Studio.skin = TouchSkin.newSkin("my_tv")
Studio.skinIdField = "my_tv"
Studio.pageIndex, Studio.selected = 1, nil
Studio.images = {}
TouchSkin.setActive(Studio.skin)
U.log("1. new skin:", Studio.skin.id, "controls:", #Studio.page().controls)
-- 2. Desktop canvas preset
for i, c in ipairs(Studio.CANVASES) do
if c.id == "desktop_1080" then Studio.setCanvas(i) end
end
U.log("2. canvas:", Studio.canvas().label, Studio.canvas().w .. "x" .. Studio.canvas().h)
-- 3. Drop the bezel art on the window
Studio.filedropped(droppedFile("assets/skins/tv_crt/img/tv-integer.png"))
U.log("3. drop:", Studio.status)
U.log(" bezel:", tostring(Studio.page().imagePath), "root:", Studio.skin.root)
-- 4. Detect the screen hole from the art's alpha
Studio.detectViewport()
local v = Studio.page().viewport
U.log("4. detect:", Studio.status)
U.log((" viewport %.4f %.4f %.4f %.4f"):format(v.x, v.y, v.w, v.h))
shot("author_studio.png")
-- 5. Save
Studio.save()
U.log("5. save:", Studio.status)
-- what landed on disk
local root = "skins/my_tv"
for _, name in ipairs(love.filesystem.getDirectoryItems(root)) do
local info = love.filesystem.getInfo(root .. "/" .. name)
U.log(" file:", name, info and info.type)
end
local src = love.filesystem.read(root .. "/skin.lua")
U.log(" skin.lua bytes:", src and #src)
U.log(" skin.lua:", (src or ""):gsub("%s+", " "):sub(1, 260))
-- 6. Load the saved folder back as a normal skin and play through it
Studio.unload()
local reloaded, err = TouchSkin.load(root, "my_tv")
U.log("6. reload:", reloaded and "ok" or tostring(err),
"format:", reloaded and reloaded.format,
"controls:", reloaded and #reloaded.pages[1].controls)
game.save.options.touchControls = { enabled = true, skin = "my_tv" }
game.save.options.tilt = 0
game.save.options.zoom = 0
game.save.options.pipelines = {}
game:applyOptions()
local TouchControls = require("src.core.TouchControls")
U.log(" active:", tostring(TouchControls.skinId), "err:", tostring(TouchControls.skinError))
U.log(" decorativeOnly:", TouchSkin.decorativeOnly(), "drawable:", TouchSkin.drawable())
love.draw = baseDraw
U.teleport(game, "PALLET_TOWN", 10, 8, "down")
U.wait(12)
U.shot(game, dir .. "/author_result.png")
U.log("done")
love.event.quit()
while true do coroutine.yield() end
end