feat: add localized development frames for package covers
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@@ -0,0 +1,32 @@
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namespace Cthangover.Mods.Interface.Theming.Tests
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{
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using Cthangover.Core.Mods.Testing;
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using Godot;
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/// <summary>Checks the real shared prefab and decoded alpha, including the release version without an overlay.</summary>
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public class DevelopmentFrameTests
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{
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[ModTest("covers/development_frame")]
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static void DevelopmentFrame(ModTestContext ctx)
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{
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var frame = UiKit.DevelopmentFrame("0.1.0");
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var release = UiKit.DevelopmentFrame("1.0.0");
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try
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{
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ModAssert.True(frame.Visible, "zero major is marked");
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ModAssert.False(release.Visible, "released package is unmarked");
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ModAssert.Equal((int)Control.MouseFilterEnum.Ignore, (int)frame.MouseFilter, "frame does not intercept cover clicks");
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var texture = ((TextureRect)frame).Texture;
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ModAssert.True(texture != null, "generated texture resolves through the mod provider");
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using var image = texture.GetImage();
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ModAssert.True(image.GetPixel(image.GetWidth() / 2, image.GetHeight() / 2).A == 0, "centre leaves the game art visible");
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ModAssert.True(image.GetPixel(image.GetWidth() / 2, 4).A > 0.9f, "hazard tape is visible");
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}
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finally
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{
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frame.Free();
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release.Free();
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}
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}
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}
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}
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