Files
ReSkate/Extension/UI/NativeMenu/Test/native_tools_view_tests.cpp
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Belcross 64bfefbf68 Grind exits: pop-out strength slider
A Pop-out strength setting (10-100%, kept) scales the sideways speed of
trigger-set grind exits, for rails next to a wall, where the full exit
carries the skater into it. 100% is the default and exactly the previous
behaviour.

- ReSkate menu: a slider in the GRIND EXITS card, sent when it is let go,
  in steps of 5.
- skate.'s Mod Options and the tools menu: a row stepping 100 / 75 / 50 /
  25%.
- Console: grindexit strength <10-100>; kept in control.txt with the
  other grind exit settings.
- Below 100%, an exit the game was already sending toward the chosen side
  is scaled too, so the setting applies to every trigger-set exit.
2026-10-13 07:59:13 +01:00

318 lines
22 KiB
C++

#include "Extension/UI/NativeMenu/native_tools_view.h"
#include <cstdio>
#include <stdexcept>
using namespace dingosdk;
using namespace dingosdk::native_tools;
void check(bool condition, const char* message) { if (!condition) throw std::runtime_error(message); }
struct Capture {
unsigned calls{};
std::string command, root, destination, spawn;
overlay::DebugRequest debug;
};
int main() {
try {
{
// A BAM root with its seven time-of-day layers, as the level scan finds them.
WorldLayerCatalog catalog{{{"Levels/Game/BAM_LevelRoot/Root", WorldMap::bam, -1, true}}, {0}, {}};
for (const auto* time : time_of_day_keys) {
const auto slot = static_cast<unsigned>(catalog.nodes.size());
catalog.nodes.push_back({std::string("Levels/Game/BAM_LevelRoot/TOD_") + time, WorldMap::bam, 0, false});
catalog.layers.push_back({std::string("bam_tod_") + time, time, "", WorldMap::bam, slot, slot, "Lighting"});
}
install_world_layer_catalog(std::move(catalog));
}
State state;
overlay::Model model;
Capture capture;
overlay::CallbacksV3 cb;
cb.user = &capture;
cb.queue_load = [](void* user, const char* root, const char*, const char* destination, const char* spawn, char*, std::size_t) {
auto& c = *static_cast<Capture*>(user); ++c.calls; c.root = root; c.destination = destination; c.spawn = spawn; return true;
};
cb.queue_debug = [](void* user, const overlay::DebugRequest& request, char*, std::size_t) {
auto& c = *static_cast<Capture*>(user); ++c.calls; c.debug = request; return true;
};
cb.queue_console_command = [](void* user, const char* command, char*, std::size_t) {
auto& c = *static_cast<Capture*>(user); ++c.calls; c.command = command; return true;
};
model.levels = {{std::string(root_asset), "Root"}, {"Studio/Example", "Studio", {"EntryA"}, {}, false}};
model.can_queue_load = true;
activate(state, model, cb, "select-level", "Studio/Example");
check(capture.calls == 0 && state.destination == "Studio/Example", "Selecting a detached level must not load it");
activate(state, model, cb, "load-level", "");
check(capture.calls == 1 && capture.root == root_asset && capture.destination == "Studio/Example" && capture.spawn == "EntryA", "Detached level uses its sole manifest spawn automatically");
model.levels.back().native_registered = true;
activate(state, model, cb, "load-level", "");
check(capture.calls == 2 && capture.spawn.empty(), "Registered level uses the engine's default spawn without retaining a previous selection");
check(state.feedback.empty(), "Accepted changes do not display queue diagnostics");
model.multiplayer.active = true;
check(!can_load(state, model, cb), "Guest cannot load a level even with an otherwise ready loader");
const auto guest_page = render(state, model, cb, 0);
check(std::none_of(guest_page.main.begin(), guest_page.main.end(), [](const auto& row) {
return row.command == "select-level";
}), "Guest level choices are visibly locked");
check(std::none_of(guest_page.side.begin(), guest_page.side.end(), [](const auto& row) {
return row.command == "load-level";
}), "Guest load button has no activation delegate");
activate(state, model, cb, "load-level", "");
check(capture.calls == 2 && state.feedback == "Only the lobby host can change levels.",
"A stale level action cannot load after joining a host");
model.multiplayer.hosting = true;
check(can_load(state, model, cb), "Host retains level controls");
model.multiplayer = {};
check(can_load(state, model, cb), "Level controls return when the host ends the lobby");
model.multiplayer.lobby_joining = true;
check(!can_load(state, model, cb), "Joining cannot race a manual level change");
model.multiplayer = {};
model.can_queue_load = false;
activate(state, model, cb, "load-level", "");
check(capture.calls == 2, "Stale load button cannot queue during transition");
model.can_queue_load = true;
model.levels.pop_back();
activate(state, model, cb, "load-level", "");
check(capture.calls == 2 && state.destination.empty(), "Removed level selection must not load");
model.world.map = WorldMap::bam; model.parks.available = true;
activate(state, model, cb, "park-lot", "financial");
activate(state, model, cb, "park-family", "");
activate(state, model, cb, "load-park", "");
check(capture.command == "park financial flumppark_01", "Selected park targets its own lot");
const auto calls = capture.calls;
model.parks.controlled_by_host = true;
activate(state, model, cb, "load-park", "");
check(capture.calls == calls, "Host ownership is rechecked on activation");
activate(state, model, cb, "noclip", "");
check(capture.calls == calls, "Unavailable debug control cannot queue");
model.debug.noclip = true;
activate(state, model, cb, "noclip", "");
check(capture.debug.action == overlay::DebugAction::set_noclip && !capture.debug.enabled, "Active noclip can always be disabled");
model.graphics.available = true; model.graphics.ready[0] = true; model.graphics.enabled[0] = false;
activate(state, model, cb, "graphics", "film_grain");
check(capture.command == "graphics film_grain 1", "Toggle reads effective authored graphic state");
model.progression.challenges_enabled = true; model.progression.challenges_hidden = true;
activate(state, model, cb, "challenges", "");
check(capture.command == "challenges 1", "Hidden challenges use show command");
model.world.ready = true; model.world_controls.population_available = true;
model.world_controls.choices.traffic = 3;
activate(state, model, cb, "traffic", "");
check(capture.command == "environment traffic -1", "Population cycles back to authored default");
const auto locked_parks = render(state, model, cb, parks_section);
const auto load = std::find_if(locked_parks.side.begin(), locked_parks.side.end(), [](const auto& row) { return row.id == "load-park"; });
check(load != locked_parks.side.end() && load->command.empty(), "Host-owned park action is visibly unavailable");
cb.queue_debug = [](void*, const overlay::DebugRequest&, char* result, std::size_t size) {
std::snprintf(result, size, "Queued for the game update thread."); return true;
};
activate(state, model, cb, "noclip", "");
check(state.feedback.empty(), "Successful callback diagnostics stay out of the menu");
model.debug.status = "Native callback diagnostic";
const auto player_page = render(state, model, cb, player_section);
check(std::none_of(player_page.side.begin(), player_page.side.end(), [](const auto& row) {
return row.title.find("Native callback") != std::string::npos;
}), "Debug model status stays out of the player menu");
const auto find = [](const std::vector<Row>& rows, std::string_view id) {
return std::find_if(rows.begin(), rows.end(), [&](const auto& row) { return row.id == id; });
};
// Hall of Meat sits with the player's other switches.
const auto meat_row = [&] {
const auto page = render(state, model, cb, player_section);
return *find(page.main, "hall-of-meat");
};
check(meat_row().title == "Hall of Meat: Off" && meat_row().command.empty(), "Hall of Meat waits until it started");
model.hall_of_meat = {true, false};
activate(state, model, cb, "hall-of-meat", "");
check(meat_row().command == "hall-of-meat" && capture.command == "hallofmeat 1", "Hall of Meat turns on");
model.hall_of_meat = {true, true};
activate(state, model, cb, "hall-of-meat", "");
check(meat_row().title == "Hall of Meat: On" && capture.command == "hallofmeat 0", "and off again");
// Road Rash's switches sit there too; its blood and its healing wait for it to be on.
const auto rash_row = [&](std::string_view id) {
const auto page = render(state, model, cb, player_section);
return *find(page.main, id);
};
check(rash_row("road-rash").title == "Road Rash: Off" && rash_row("road-rash").command.empty(), "Road Rash waits until it started");
model.road_rash = {true, false, true};
check(rash_row("road-rash-blood").command.empty() && rash_row("road-rash-heal").command.empty(), "Its blood and healing wait for it");
activate(state, model, cb, "road-rash", "");
check(rash_row("road-rash").command == "road-rash" && capture.command == "roadrash 1", "Road Rash turns on");
model.road_rash = {true, true, true};
check(rash_row("road-rash").title == "Road Rash: On" && rash_row("road-rash-blood").title == "Road Rash blood: On", "and shows it");
activate(state, model, cb, "road-rash-blood", "");
check(capture.command == "roadrashblood 0", "The blood switches off");
activate(state, model, cb, "road-rash-heal", "");
check(capture.command == "roadrash heal", "and the skater heals");
// Board Break's switch sits there too, with the deck that is in the game; another deck waits for a deck pack.
check(rash_row("board-break").title == "Board Break: Off" && rash_row("board-break").command.empty(), "Board Break waits until it started");
model.board_break = {true, true, false, "None"};
check(rash_row("board-break").title == "Board Break: On" && rash_row("board-break-deck").command.empty(),
"Without a deck pack there is no deck to change");
activate(state, model, cb, "board-break", "");
check(capture.command == "boardbreak 0", "Board Break turns off");
model.board_break = {true, true, true, "Wide"};
check(rash_row("board-break-deck").title == "Board Break deck: Wide" && rash_row("board-break-deck").command == "board-break-deck",
"The deck in the game shows");
activate(state, model, cb, "board-break-deck", "");
check(capture.command == "boardbreak deck next", "and steps to the next one");
// Grind exit triggers: the switch, what LT / RT mean, and the stance toe/heel needs.
const auto grind_row = [&](std::string_view id) {
const auto page = render(state, model, cb, player_section);
const auto row = find(page.main, id);
return row == page.main.end() ? Row{} : *row;
};
check(grind_row("grind-exits").title == "Grind exit triggers: Off" && grind_row("grind-exits").command.empty(),
"Grind exit triggers wait until they started");
model.grind_exit = {true, false, true, 0};
activate(state, model, cb, "grind-exits", "");
check(grind_row("grind-exits").command == "grind-exits" && capture.command == "grindexit exits on", "Grind exit triggers turn on");
check(grind_row("grind-exit-sides").title == "Input Mode: Toe / Heel" && grind_row("grind-exit-stance").title == "Your stance: Not set",
"Toe / heel shows the stance it needs");
activate(state, model, cb, "grind-exit-stance", "");
check(capture.command == "grindexit stance goofy", "The stance is set");
model.grind_exit = {true, true, true, 2};
activate(state, model, cb, "grind-exit-stance", "");
check(capture.command == "grindexit stance regular", "and changed");
activate(state, model, cb, "grind-exit-sides", "");
check(capture.command == "grindexit sides travel", "LT / RT switch to left / right of travel");
model.grind_exit = {true, true, false, 2};
check(grind_row("grind-exit-sides").title == "Input Mode: Left / Right" && grind_row("grind-exit-stance").id.empty(),
"which needs no stance");
activate(state, model, cb, "grind-exits", "");
check(capture.command == "grindexit exits off", "and the triggers turn off");
// Pop-out strength steps down from the full exit and wraps back to it.
check(grind_row("grind-exit-strength").title == "Pop-out strength: 100%", "Pop-out strength shows the full exit");
activate(state, model, cb, "grind-exit-strength", "");
check(capture.command == "grindexit strength 75", "and steps down");
model.grind_exit.strength = 40;
activate(state, model, cb, "grind-exit-strength", "");
check(capture.command == "grindexit strength 25", "a slider value steps to the next lower step");
model.grind_exit.strength = 25;
activate(state, model, cb, "grind-exit-strength", "");
check(capture.command == "grindexit strength 100", "and the lowest wraps to the full exit");
model.multiplayer.local_name = "steam_name";
model.player_card = {true, "Card Name", {}};
const auto card_page = render(state, model, cb, player_section);
const auto field = find(card_page.side, "card-name");
check(field != card_page.side.end() && field->input && field->title == "steam_name" && field->argument == "Card Name",
"Card name field shows the Steam name as its hint and the saved name as its text");
check(find(card_page.side, "card-name-reset")->command == "card-name-reset", "A custom card name can be reset");
model.player_card.custom_name.clear();
const auto steam_page = render(state, model, cb, player_section);
check(find(steam_page.side, "card-name-reset")->command.empty(), "Steam name reset is idle without a custom name");
{
State parks;
overlay::Model m;
m.world.map = WorldMap::bam;
m.parks.available = true;
m.parks.choices.fill("flumppark_01");
Capture log;
auto controls = cb;
controls.user = &log;
const auto control = [&](const Page& page, std::string_view id) -> const Row& {
const auto found = find(page.main, id);
check(found != page.main.end() && found->button, "Random park controls are controller-focusable buttons");
return *found;
};
auto page = render(parks, m, controls, parks_section);
check(control(page, "load-random-parks").title == "Load Random Parks" &&
control(page, "load-random-parks").command == "load-random-parks", "Controller exposes random loading for all lots");
check(control(page, "park-random-on-launch").title == "Randomize on Launch: Off", "Launch toggle reads the shared preference");
parks.parks.fill("megapark_01");
activate(parks, m, controls, "load-random-parks", {});
check(log.calls == 1 && log.command == "park random", "Random loading queues one shared command, not three separate rolls");
check(parks.parks == ParkChoices{}, "Accepted random loading discards every staged layout");
sync(parks, m);
check(parks.parks == m.parks.choices, "A reroll of the same saved layouts still replaces staged selections");
m.parks.controlled_by_host = true;
page = render(parks, m, controls, parks_section);
check(control(page, "load-random-parks").command.empty(), "Guests cannot activate random loading");
activate(parks, m, controls, "load-random-parks", {});
check(log.calls == 1, "A stale random button cannot load after joining a host");
activate(parks, m, controls, "park-random-on-launch", {});
check(log.calls == 2 && log.command == "park random-on-launch 1", "Guests can save their own next-launch preference");
m.parks.randomize_on_launch = true;
page = render(parks, m, controls, parks_section);
check(control(page, "park-random-on-launch").title == "Randomize on Launch: On", "Controller reflects changes from the other menu");
activate(parks, m, controls, "park-random-on-launch", {});
check(log.calls == 3 && log.command == "park random-on-launch 0", "Launch toggle uses the latest shared state");
// A role on a dedicated server with every command (the park one among them).
m.multiplayer.dedicated = m.multiplayer.server_admin = m.multiplayer.server_all_commands = true;
page = render(parks, m, controls, parks_section);
check(!control(page, "load-random-parks").command.empty(), "Dedicated-server admins keep random park controls");
activate(parks, m, controls, "load-random-parks", {});
check(log.calls == 4 && log.command == "park random", "Server admin sends one shared command for server-side routing");
m.world.map = WorldMap::grom;
activate(parks, m, controls, "load-random-parks", {});
check(log.calls == 4, "Random loading is unavailable on maps without these park lots");
m.world.map = WorldMap::bam;
m.parks.available = false;
activate(parks, m, controls, "load-random-parks", {});
activate(parks, m, controls, "park-random-on-launch", {});
check(log.calls == 4, "Unavailable park controls cannot queue actions");
m.parks.available = true;
controls.queue_console_command = nullptr;
page = render(parks, m, controls, parks_section);
check(control(page, "load-random-parks").command.empty() && control(page, "park-random-on-launch").command.empty(),
"Missing command callbacks disable both controls");
controls.queue_console_command = [](void*, const char*, char*, std::size_t) { return false; };
parks.parks.fill("megapark_01");
activate(parks, m, controls, "load-random-parks", {});
check(parks.parks[0] == "megapark_01" && !parks.feedback.empty(), "A rejected queue retains staged choices and reports failure");
}
{
// Time of day forces one of a map's seven time layers, others off.
overlay::Model world;
world.world.available = world.world.ready = true;
world.world.map = WorldMap::bam;
world.world.supported.assign(world_layers().size(), true);
State tod;
Capture log;
overlay::CallbacksV3 record;
record.user = &log;
record.queue_console_command = [](void* user, const char* command, char*, std::size_t) {
auto& c = *static_cast<Capture*>(user); ++c.calls; c.command = command; return true;
};
check(time_of_day_available(world, record) && time_of_day(world) == 0, "Time of day starts at the level's default");
activate(tod, world, record, "time-of-day", {});
check(log.calls == 7 && log.command == "world bam_tod_1_morning on", "Cycling selects Morning last, after the others are off");
for (unsigned slot = 0; slot < time_of_day_keys.size(); ++slot)
world.world.choices[time_of_day_layer(WorldMap::bam, slot)] = slot == 4 ? "on" : "off";
check(time_of_day(world) == 5, "A single forced layer reads back as that time");
const auto page = render(tod, world, record, 0);
check(std::any_of(page.side.begin(), page.side.end(), [](const auto& row) { return row.title == "Time of day: Night"; }),
"The World page shows the current time of day");
for (unsigned slot = 0; slot < 6; ++slot) activate(tod, world, record, "time-of-day", {});
world.world.choices[time_of_day_layer(WorldMap::bam, 6)] = "on";
check(time_of_day(world) == 0, "Two forced times read as no single choice");
for (auto& choice : world.world.choices) choice = "default";
world.world.choices[time_of_day_layer(WorldMap::bam, 6)] = "on";
for (unsigned slot = 0; slot < 6; ++slot) world.world.choices[time_of_day_layer(WorldMap::bam, slot)] = "off";
log.calls = 0;
activate(tod, world, record, "time-of-day", {});
check(log.calls == 7 && log.command.ends_with(" default"), "Cycling past the last time returns all seven to default");
world.world.controlled_by_host = true;
log.calls = 0;
activate(tod, world, record, "time-of-day", {});
check(log.calls == 0 && !time_of_day_available(world, record), "A host-forced lobby cannot change time of day");
}
{
overlay::Model maps;
maps.levels = {{std::string(root_asset), "Root"}, {"levels/Game/BAM_LevelRoot/BAM_LevelRoot"},
{"levels/Game/DingoLevel_Splash/DingoLevel_Splash"}, {"Levels/Custom/Bedroom", "Bedroom"}};
maps.levels.back().custom = true;
State split;
const auto shows = [](const Page& page, std::string_view asset) {
return std::any_of(page.main.begin(), page.main.end(), [&](const auto& row) { return row.argument == asset; });
};
const auto world_page = render(split, maps, cb, world_section), custom_page = render(split, maps, cb, custom_section);
check(shows(world_page, maps.levels[1].asset) && !shows(world_page, "Levels/Custom/Bedroom"), "World lists only official levels");
check(shows(custom_page, "Levels/Custom/Bedroom") && !shows(custom_page, maps.levels[1].asset), "Custom Maps lists only mod levels");
check(!shows(world_page, maps.levels[2].asset) && !shows(custom_page, maps.levels[2].asset), "Splash is never listed");
activate(split, maps, cb, "select-level", maps.levels[2].asset);
check(split.destination.empty(), "Splash cannot be selected");
}
std::puts("Native ReSkate control checks passed.");
return 0;
} catch (const std::exception& e) { std::fprintf(stderr, "%s\n", e.what()); return 1; }
}