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package gore
import (
"bufio"
"fmt"
"image"
"image/draw"
"image/png"
"io"
"math/rand"
"os"
"os/exec"
"sync"
"testing"
"time"
diff "github.com/olegfedoseev/image-diff"
)
type delayedEvent struct {
ticks int32 // How many game ticks before we trigger this event, since the last one
event DoomEvent
autoRelease bool // If set, auto release 1 tick later
callback func(*doomTestHeadless)
}
type doomTestHeadless struct {
t *testing.T
keys []delayedEvent
lastEventTick int32
outputFile io.WriteCloser
lock sync.Mutex
lastImage *image.RGBA
}
func (d *doomTestHeadless) Close() {
if err := d.outputFile.Close(); err != nil {
d.t.Errorf("Error closing output file: %v", err)
}
}
type bufferedWriteCloser struct {
*bufio.Writer
io.Closer
}
func (b *bufferedWriteCloser) Close() error {
if err := b.Writer.Flush(); err != nil {
return fmt.Errorf("error flushing buffer: %w", err)
}
return b.Closer.Close()
}
func ffmpegSaver(filename string) (io.WriteCloser, error) {
args := []string{
"ffmpeg",
"-y", // Overwrite output file if it exists
"-loglevel", "error",
"-hide_banner",
"-f", "rawvideo",
"-s", fmt.Sprintf("%dx%d", SCREENWIDTH, SCREENHEIGHT),
"-r", "29", // Frame rate - 35ms ticks?
"-pix_fmt", "rgba",
"-i", "-",
"-crf", "27",
"-preset", "veryfast",
"-c:v", "libx264",
"-pix_fmt", "yuv420p",
"-flush_packets", "1",
"-movflags", "+faststart",
filename,
}
cmd := exec.Command(args[0], args[1:]...)
cmd.Stderr = os.Stderr
stdin, err := cmd.StdinPipe()
if err != nil {
return nil, err
}
if err := cmd.Start(); err != nil {
return nil, err
}
// We don't want ffmpeg compression to slow down the game, so just use a lot of memory instead
return &bufferedWriteCloser{
Writer: bufio.NewWriterSize(stdin, 256*1024*1024),
Closer: stdin,
}, nil
}
func (d *doomTestHeadless) DrawFrame(frame *image.RGBA) {
d.lock.Lock()
defer d.lock.Unlock()
if d.outputFile == nil {
var err error
name := fmt.Sprintf("doom_test_%s.mp4", d.t.Name())
d.outputFile, err = ffmpegSaver(name)
if err != nil {
d.t.Fatalf("Error starting ffmpeg: %v", err)
}
d.t.Logf("Saving output to %s", name)
}
d.outputFile.Write(frame.Pix)
if d.lastImage == nil {
d.lastImage = image.NewRGBA(frame.Rect)
}
draw.Draw(d.lastImage, d.lastImage.Rect, frame, frame.Bounds().Min, draw.Src)
}
func (d *doomTestHeadless) SetTitle(title string) {
d.t.Logf("SetTitle called with: %s", title)
}
func (d *doomTestHeadless) CacheSound(name string, data []byte) {
}
func (d *doomTestHeadless) PlaySound(name string, channel, vol, sep int) {
}
func (d *doomTestHeadless) GetScreen() *image.RGBA {
d.lock.Lock()
defer d.lock.Unlock()
if d.lastImage == nil {
return nil
}
// Return a copy of the last image
screenCopy := image.NewRGBA(d.lastImage.Rect)
draw.Draw(screenCopy, screenCopy.Rect, d.lastImage, d.lastImage.Bounds().Min, draw.Src)
return screenCopy
}
func (d *doomTestHeadless) GetEvent(event *DoomEvent) bool {
if len(d.keys) == 0 {
return false
}
if d.lastEventTick == 0 {
d.lastEventTick = I_GetTimeMS()
}
d.lock.Lock()
defer d.lock.Unlock()
now := I_GetTimeMS()
delta := now - d.lastEventTick
if d.keys[0].ticks > delta {
return false
}
retval := false
if d.keys[0].callback != nil {
callback := d.keys[0].callback
d.lock.Unlock()
callback(d)
d.lock.Lock()
}
if d.keys[0].event.Key != 0 {
*event = d.keys[0].event
retval = true
}
//d.t.Logf("Key event: %#v, delta=%d (%d remaining)", *event, delta, len(d.keys)-1)
if d.keys[0].autoRelease && d.keys[0].event.Type == Ev_keydown {
// If it's a down & auto-release, just replace it with the up event 1-tick later
d.keys[0].event.Type = Ev_keyup
d.keys[0].autoRelease = false
d.keys[0].ticks = 1
} else {
d.keys = d.keys[1:]
}
d.lastEventTick = now
return retval
}
// InsertKey simulates an immediate key press and release event in the game.
func (d *doomTestHeadless) InsertKey(key uint8) {
d.InsertKeySequence(key)
}
// Insert a series of key presses and releases, and wait for them to be processed.
func (d *doomTestHeadless) InsertKeySequence(keys ...uint8) {
d.lock.Lock()
for _, key := range keys {
// Insert a key press and release for each key
d.keys = append(d.keys, delayedEvent{
event: DoomEvent{
Type: Ev_keydown,
Key: key,
},
ticks: 1,
autoRelease: true,
})
}
d.lock.Unlock()
// Wait for the last key event to be processed
for {
d.lock.Lock()
inuse := len(d.keys) > 0
d.lock.Unlock()
time.Sleep(100 * time.Microsecond) // Wait a bit before checking again
if !inuse {
break
}
}
}
func (d *doomTestHeadless) InsertKeyChange(Key uint8, pressed bool) {
d.lock.Lock()
evType := Ev_keyup
if pressed {
evType = Ev_keydown
}
d.keys = append(d.keys, delayedEvent{
event: DoomEvent{
Type: evType,
Key: Key,
},
ticks: 0, // Insert immediately
})
d.lock.Unlock()
// Wait for it to leave the queue
for {
d.lock.Lock()
inuse := len(d.keys) > 0
d.lock.Unlock()
time.Sleep(100 * time.Microsecond) // Wait a bit before checking again
if !inuse {
break
}
}
}
// Run the demo at super speed to make sure it all goes ok
func TestDoomDemo(t *testing.T) {
dg_run_full_speed = true
game := &doomTestHeadless{
t: t,
}
defer game.Close()
go func() {
time.Sleep(2 * time.Second)
// Quit
Stop()
}()
Run(game, []string{"-iwad", "doom1.wad"})
}
func savePNG(filename string, img image.Image) error {
file, err := os.Create(filename)
if err != nil {
return fmt.Errorf("error creating PNG file: %w", err)
}
defer file.Close()
if err := png.Encode(file, img); err != nil {
return fmt.Errorf("error encoding PNG: %w", err)
}
return nil
}
func loadPNG(filename string) (image.Image, error) {
file, err := os.Open(filename)
if err != nil {
return nil, fmt.Errorf("error opening PNG file: %w", err)
}
defer file.Close()
img, err := png.Decode(file)
if err != nil {
return nil, fmt.Errorf("error decoding PNG: %w", err)
}
return img, nil
}
func TestLoadSave(t *testing.T) {
dg_run_full_speed = true
var imgPlayedGame, imgNewGame, imgLoadedGame *image.RGBA
game := &doomTestHeadless{
t: t,
keys: []delayedEvent{
// Start a new game
{ticks: 50, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
// Run straight into the opposing wall - to make the screen as different as possible
{ticks: 10, event: DoomEvent{Type: Ev_keydown, Key: KEY_UPARROW1}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: uint8(key_speed)}},
{ticks: 5000, event: DoomEvent{Type: Ev_keyup, Key: KEY_UPARROW1}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: uint8(key_speed)}},
// Grab a screenshot (but give it some time to slow down)
{ticks: 500, callback: func(d *doomTestHeadless) { imgPlayedGame = d.GetScreen() }},
// Go to the menu and save
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_DOWNARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_DOWNARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_DOWNARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
// Clear the old name
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_BACKSPACE1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_BACKSPACE1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_BACKSPACE1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_BACKSPACE1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_BACKSPACE1}, autoRelease: true},
// Enter a new name
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 't'}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'e'}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 's'}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 't'}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
// Start a new game
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_UPARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_UPARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_UPARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
// Grab a screenshot of the new game
{ticks: 500, callback: func(d *doomTestHeadless) { imgNewGame = d.GetScreen() }},
// Load the saved game
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_DOWNARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_DOWNARROW1}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}, autoRelease: true},
// Grab a screenshot after loading the save
{ticks: 500, callback: func(d *doomTestHeadless) { imgLoadedGame = d.GetScreen() }},
// Compare all the screenshots - before saving should match post-load, and new game should be different
{ticks: 10, callback: func(d *doomTestHeadless) {
// Compare the screenshots
diffImg, percent, err := diff.CompareImages(imgPlayedGame, imgLoadedGame)
if err != nil {
d.t.Errorf("save/load comparison failed: %v", err)
return
}
d.t.Logf("Load game screenshot comparison: %f%% difference", percent)
if percent > 2 { // Allow a small margin of error
savePNG("doom_test_screenshot1.png", imgPlayedGame)
savePNG("doom_test_screenshot2.png", imgLoadedGame)
savePNG("doom_test_diff.png", diffImg)
d.t.Errorf("Screenshots do not match after loading save: %f%% difference", percent)
}
diffImg, percent, err = diff.CompareImages(imgPlayedGame, imgNewGame)
if err != nil {
t.Errorf("new game comparison failed: %v", err)
}
t.Logf("New game screenshot comparison: %f%% difference", percent)
if percent < 70 { // They should be different, so allow a very large margin of error
savePNG("doom_test_screenshot1.png", imgPlayedGame)
savePNG("doom_test_screenshot_new.png", imgNewGame)
t.Errorf("New game screenshot matches the original: %f%% difference", percent)
}
}},
{ticks: 1000, callback: func(d *doomTestHeadless) { Stop() }},
},
}
defer game.Close()
Run(game, []string{"-iwad", "doom1.wad"})
}
func TestDoomRandom(t *testing.T) {
dg_run_full_speed = true
game := &doomTestHeadless{
t: t,
}
defer game.Close()
go func() {
// Let things get settled
time.Sleep(20 * time.Millisecond)
// Start a game
game.InsertKey(KEY_ESCAPE) // Open menu
game.InsertKey(KEY_ENTER) // New Game
game.InsertKey(KEY_ENTER) // Knee-Deep in the Dead
game.InsertKey(KEY_DOWNARROW1) // Ultra Violence
game.InsertKey(KEY_ENTER) // Start new game
time.Sleep(10 * time.Millisecond)
keys := []uint8{
KEY_UPARROW1, KEY_UPARROW1, KEY_UPARROW1, KEY_UPARROW1, // Make forward movement more likely
KEY_DOWNARROW1, KEY_LEFTARROW1,
KEY_RIGHTARROW1, KEY_FIRE1, KEY_USE1,
}
// Press shift to run
game.InsertKeyChange(0x80+0x36, true)
// Do some random movement
count := 5000
for i := range count {
key := keys[rand.Intn(len(keys))]
game.InsertKeyChange(key, true)
time.Sleep(1 * time.Millisecond)
game.InsertKeyChange(key, false)
if i%100 == 0 {
t.Logf("%d/%d done", i, count)
}
}
// Exit
game.InsertKey(KEY_ESCAPE) // Open menu
game.InsertKey(KEY_UPARROW1) // Go to quit
game.InsertKey(KEY_ENTER) // Confirm quit
game.InsertKey('y') // Confirm exit
}()
Run(game, []string{"-iwad", "doom1.wad"})
}
func compareScreen(game *doomTestHeadless, testdataPrefix string, percentOk float64) {
screen := game.GetScreen()
if screen == nil {
game.t.Errorf("No screen captured for %s", filename)
return
}
// Save the screenshot for debugging
if err := savePNG(fmt.Sprintf("doom_test_%s.png", testdataPrefix), screen); err != nil {
game.t.Errorf("Error saving screenshot: %v", err)
}
knownGood, err := loadPNG(fmt.Sprintf("testdata/good_doom_test_%s.png", testdataPrefix))
if err != nil {
game.t.Errorf("Error loading known good image: %v", err)
return
}
diffImg, percent, err := diff.CompareImages(screen, knownGood)
if err != nil {
game.t.Errorf("Error comparing screenshot: %v", err)
return
}
if percent > percentOk {
game.t.Errorf("Screenshot %s does not match known good: %f%% difference (over %f%%)", testdataPrefix, percent, percentOk)
savePNG(fmt.Sprintf("doom_test_%s_diff.png", testdataPrefix), diffImg)
}
game.t.Logf("Screenshot %s comparison: %f%% difference (allowed: %f%%)", testdataPrefix, percent, percentOk)
}
func TestDoomLevels(t *testing.T) {
dg_run_full_speed = true
var game *doomTestHeadless
game = &doomTestHeadless{
t: t,
keys: []delayedEvent{
{ticks: 1500, callback: func(d *doomTestHeadless) { compareScreen(d, "start", 2) }},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ESCAPE}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
},
}
defer game.Close()
for i := 1; i <= 9; i++ {
game.keys = append(game.keys, []delayedEvent{
{ticks: 100, event: DoomEvent{Type: Ev_keydown, Key: 'i'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'i'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'd'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'd'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'c'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'c'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'l'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'l'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'e'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'e'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'v'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'v'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: '1'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: '1'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: '0' + byte(i)}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: '0' + byte(i)}},
{ticks: 2000, callback: func(d *doomTestHeadless) { compareScreen(d, fmt.Sprintf("e1m%d", i), 15) }},
}...)
}
// Quit the game
game.keys = append(game.keys, delayedEvent{ticks: 1000, callback: func(d *doomTestHeadless) { Stop() }})
Run(game, []string{"-iwad", "doom1.wad"})
}
func TestDoomMap(t *testing.T) {
dg_run_full_speed = true
game := &doomTestHeadless{
t: t,
}
defer game.Close()
go func() {
// Let things get settled
time.Sleep(20 * time.Millisecond)
// Start a game
game.InsertKey(KEY_ESCAPE) // Open menu
game.InsertKey(KEY_ENTER)
game.InsertKey(KEY_ENTER)
game.InsertKey(KEY_ENTER) // Start new game
time.Sleep(10 * time.Millisecond)
// Move a bit
game.InsertKeyChange(KEY_UPARROW1, true) // Move up
time.Sleep(10 * time.Millisecond) // Move up for a bit
game.InsertKeyChange(KEY_TAB, true) // Open map
time.Sleep(10 * time.Millisecond)
game.InsertKeyChange(KEY_UPARROW1, false) // Stop moving
time.Sleep(10 * time.Millisecond) // Wait a bit
game.InsertKeyChange(KEY_LEFTARROW1, true) // Turn for a bit
time.Sleep(10 * time.Millisecond)
game.InsertKeyChange(KEY_LEFTARROW1, false) // Turn for a bit
time.Sleep(10 * time.Millisecond)
game.InsertKeyChange(KEY_TAB, false) // close map
// Exit
game.InsertKey(KEY_ESCAPE) // Open menu
game.InsertKey(KEY_UPARROW1) // Go to quit
game.InsertKey(KEY_ENTER) // Confirm quit
game.InsertKey('y') // Confirm exit
}()
Run(game, []string{"-iwad", "doom1.wad"})
}
func TestWeapons(t *testing.T) {
dg_run_full_speed = true
game := &doomTestHeadless{
t: t,
keys: []delayedEvent{
// Start a new game, and turn on all the weapons
{ticks: 1500, event: DoomEvent{Type: Ev_keydown, Key: KEY_ESCAPE}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ESCAPE}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: KEY_ENTER}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: KEY_ENTER}},
{ticks: 100, event: DoomEvent{Type: Ev_keydown, Key: 'i'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'i'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'd'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'd'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'f'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'f'}},
{ticks: 1, event: DoomEvent{Type: Ev_keydown, Key: 'a'}},
{ticks: 1, event: DoomEvent{Type: Ev_keyup, Key: 'a'}},
},
}
// Cycle each weapon, get a screenshot to confirm it shows up, then fire it
// BFG & Plasma gun aren't available in the shareware wad, so we only test 1-5
// - Chainsaw, Pistol, Shotgun, Machine Gun, Rocket Launcher
for i := byte('1'); i <= '5'; i++ {
game.keys = append(game.keys, []delayedEvent{
{ticks: 300, event: DoomEvent{Type: Ev_keydown, Key: i}},
{ticks: 5, event: DoomEvent{Type: Ev_keyup, Key: i}},
{ticks: 2000, callback: func(d *doomTestHeadless) {
t.Logf("Enabled weapon %c", i)
compareScreen(d, fmt.Sprintf("weapon_%c", i), 5)
}},
{ticks: 50, event: DoomEvent{Type: Ev_keydown, Key: KEY_FIRE1}},
{ticks: 300, event: DoomEvent{Type: Ev_keyup, Key: KEY_FIRE1}},
{ticks: 10, event: DoomEvent{}},
}...)
}
// Quit the game
game.keys = append(game.keys, delayedEvent{ticks: 1000, callback: func(d *doomTestHeadless) { Stop() }})
defer game.Close()
Run(game, []string{"-iwad", "doom1.wad"})
}
func confirmMenu(t *testing.T, game *doomTestHeadless, name string) {
time.Sleep(1 * time.Millisecond)
screen := game.GetScreen()
if screen == nil {
t.Errorf("No screen captured for %s", name)
return
}
// Save the screenshot for debugging
//if err := savePNG(fmt.Sprintf("doom_test_menu_%s.png", name), screen); err != nil {
//t.Errorf("Error saving menu screenshot: %v", err)
//}
knownGoodMenuImage, err := loadPNG(fmt.Sprintf("testdata/good_doom_test_menu_%s.png", name))
if err != nil {
t.Errorf("Error loading known good menu image for %s: %v", name, err)
return
}
diff, percent, err := diff.CompareImages(screen, knownGoodMenuImage)
if err != nil {
t.Errorf("Error comparing menu screenshot for %s: %v", name, err)
}
if percent > 2 { // Allow a small margin of error
t.Errorf("Menu screenshot for %s does not match known good: %f%% difference", name, percent)
// Save the diff image for debugging
savePNG(fmt.Sprintf("doom_test_menu_diff_%s.png", name), diff)
savePNG(fmt.Sprintf("doom_test_menu_screenshot_%s.png", name), screen)
}
}
// TestMenus walks through the menus and checks the screenshots
func TestMenus(t *testing.T) {
dg_run_full_speed = true
game := &doomTestHeadless{
t: t,
}
defer game.Close()
// Disable the demo playback, since it messes with the screenshots
dont_run_demo = true
go func() {
// Wait for screen wipe
time.Sleep(5 * time.Millisecond)
for wipe_running != 0 {
time.Sleep(1 * time.Millisecond)
}
time.Sleep(5 * time.Millisecond)
game.InsertKey(KEY_ESCAPE) // Open menu
confirmMenu(t, game, "main")
// Go to the options menu
game.InsertKey(KEY_DOWNARROW1)
game.InsertKey(KEY_ENTER)
confirmMenu(t, game, "options")
// Go to the load menu
game.InsertKey(KEY_ESCAPE)
game.InsertKey(KEY_ESCAPE)
game.InsertKey(KEY_DOWNARROW1)
game.InsertKey(KEY_ENTER)
confirmMenu(t, game, "load")
// Quit
Stop()
}()
Run(game, []string{"-iwad", "doom1.wad"})
}