# Automated Testing

Ren'Py allows creators to put automated tests in their games to make sure that alterations to the game don't break existing functionality. This is especially useful for large games, or for games that are frequently updated.

The two main components of the testing system are the `testcase` and `testsuite` statements.

The `renpy.is_in_test()` function is helpful to know whether a test is currently executing or not.

## Testcase Statement

The `testcase` statement creates a named test case. Each case contains a block of test statements (see below). Test cases are similar to Ren'Py labels, with a few differences:

- The Ren'Py label statement takes Ren'Py code, while the testcase statement takes test statements (listed on this page). They are mutually exclusive.

- There is no testcase equivalent of the return statement.

- There can be no test statement outside of a test block, while there can be Ren'Py code outside labels (in init blocks for example).

It takes the following properties:

enabled

  If this expression evaluates to `False`, this test is skipped. Defaults to `True`.

  This can conditionally disable tests, for example on platforms where they are not supported.

      testcase windows:
          enabled renpy.windows
          ...

      testcase not_on_mobile:
          enabled not renpy.mobile
          ...

  See Skipping Testcases for more information.

only

  If this expression evaluates to `True`, only this test case (and other tests with `only True`) will be run. Defaults to `False`.

  See Skipping Testcases for more information.

description

  A string describing the test case. This is used in the test report.

## Testsuite Statement

The `testsuite` statement is used to group test cases together. Test suites can contain test cases, other test suites, and hooks (see below).

The default test suite is named `global`, and it is automatically created by Ren'Py if not specified by the user. It contains all other top-level test suites and test cases in the game.

It takes the same properties as the testcase statement.

### Hooks

The `testsuite` statement can contain the following hooks:

setup

  A block of test statements that is executed once, before running any tests contained within the current suite.

before testsuite

  A block of test statements that is executed repeatedly, running before each test suite within the current suite.

before testcase

  A block of test statements that is executed repeatedly, running before each test case within the current suite.

after testcase

  A block of test statements that is executed repeatedly, running after each test case in the current suite. The is run even if the testcase fails or raises an exception.

after testsuite

  A block of test statements that is executed repeatedly, running after each test suite in the current suite. The is run even if the testsuite fails or raises an exception.

teardown

  A block of test statements that is executed once, after running all tests contained within the current suite. This is run even if a test fails or raises an exception.

The `before *` and `after *` hooks take the following properties:

depth

  An integer specifying how deep the hook should apply.

  For testcases, defaults to `-1`, meaning it applies to all nested test suites and test cases.

  For testsuites, defaults to `0`, meaning it applies only to test suites directly contained within the current suite.

  For more information, see Lifecycle of a Test Run.

## Lifecycle of a Test Run

This section describes the order in which testcases and testsuites are executed, and how the hooks are called. The following example illustrates this:

Note that `global :: before testcase` and `global :: after testcase` are executed before and after each test case, even if the test case is inside a nested test suite.

In order to limit the scope of a hook, set its `depth` property. Setting it to `0` will make the hook execute only for tests directly inside the test suite containing the hook.

For example:

    testsuite global:
        before testcase:
            depth 0
            $ print("Starting a testcase.")

On the other hand, the `before testsuite` and `after testsuite` hooks have a default `depth` of `0`, meaning they will only execute for testsuites directly inside the testsuite containing the hook.

To increase the scope of a hook to include nested testsuites and testcases, set its `depth` property to `-1` (for infinite depth) or to a positive integer (for a specific depth).

Note

When a testsuite finishes executing, the game doesn't close itself. Instead, it will return control of the game back to the player, awaiting user input.

To close the game after a testsuite, you can use the `exit` test statement in the `after` hook of the testsuite. For example:

    testsuite global:
        teardown
            exit

### Skipping Testcases

If a testcase is skipped, it will not be executed. In addition, the `before testcase` and `after testcase` hooks of the testsuite will not be executed for that testcase.

If all tests are skipped in a testsuite, then the `setup` and `teardown` hooks will not be executed either. In addition, the `before testsuite` and `after testsuite` hooks will not be executed from the parent testsuite(s).

### Exceptions And Failures

If an error occurs during a test case:

1. The test case will stop executing immediately

2. The `after testcase` hook of the testsuite containing the test case will run

3. If there are more test cases, they will continue to be executed (including the `before testcase` hook)

4. If no more test cases exist, the `after` hook of the testsuite will run

If an error occurs during a hook (eg. `before testcase`):

1. The test suite will stop executing immediately

2. If the suite was called by another suite, the parent suite will continue executing.

3. If no parent suite exists, the game will end the test run.

## Test Launch Options

The test system accepts the following command-line options:

--ignore_enabled_flag

  If provided, all test cases and test suites will be executed, regardless of their `enabled` property.

--print_details

  If provided, the test report will include details about each test case, including its description and the time it took to execute.

--print_skipped

  If provided, the test report will include information about skipped test cases and test suites. Requires `--print_details` to be enabled as well.

## Test Reporting

After a test run, a report is printed to the console, listing all test cases that were executed, skipped, failed, or raised an error.

Below is an example of a test report after successfully testing "The Question":

## Test Settings

The following variables can be set to change the behavior of tests:

_test.maximum_framerate

  A boolean specifying whether to use maximum framerate mode during tests. This will unlock the framerate beyond your screens refresh rate if possible. Defaults to `True`.

_test.timeout

  A float specifying the maximum number of seconds a test statement should wait for a condition to be met. Defaults to `10.0`.

  This can be overridden on a per-statement basis by providing a `timeout` property to statements that support it (like `assert` and `until`).

_test.force

  A boolean specifying whether to force the test to proceed even if `renpy.config.suppress_underlay` is `True`. Defaults to `False`.

_test.transition_timeout

  A float specifying the maximum number of seconds to wait for a transition to complete before skipping it and proceeding with the test. Defaults to `5.0`.

_test.focus_trials

  An integer specifying how many times the test system should try to find a valid spot to move the mouse when using a selector without a position. Defaults to `100`.

## Test Statements

Test statements are the building blocks of test cases. They can be broadly divided into three categories: command statements, condition/selector statements, and control statements.

### Basic Commands

#### Advance

> Type: Command

> advance

Advances the game by one dialogue line.

    advance
    advance until screen "choice"

#### Exit

> Type: Command

> exit

Quits the game without calling the confirmation screen. Does not save the game when quitting.

    if eval need_to_confirm:
        # Asks for confirmation, and autosaves if config.autosave_on_quit is True
        run Quit(confirm=True)

    if eval persistent.quit_test_using_action:
        # Does not ask, but still autosaves if config.autosave_on_quit is True
        run Quit(confirm=False)

    exit # neither asks nor autosaves

#### Pass

> Type: Command

> pass

Does not do anything. It's a no-op, allowing for empty testcases.

    testcase not_yet_implemented:
        pass

#### Pause

> Type: Command

> pause [time (float)]

Pauses test execution for a given number of seconds. Similar to the Pause Statement, but requires a value, or it can be specified without a time if it is followed by an until clause.

    pause 5.0
    pause until screen "inventory"

#### Run

> Type: Command

> run <action>

Runs the provided screen-language action (or list of actions).

Ready if and when a button containing the provided action (or list) would be sensitive.

    testcase chapter_3:
        run Jump("chapter_3")

#### Skip

> Type: Command

> skip [fast]

Causes the game to begin skipping. If the game is in a menu context, then this returns to the game. Otherwise, it just enables skipping.

If `fast` is provided, the game will skip directly to the next menu choice.

    skip
    skip fast
    skip until screen "choice"

### Mouse Commands

#### Click

> Type: Command

> click [button (int)] [selector] [pos (x, y)]

Executes a simulated click on the screen. It takes the following optional properties:

- `button` specifies which button of the simulated mouse is to be clicked

    with. It takes an integer and defaults to 1. 1 is a left-click, 2 is a right-click, 3 is a middle-click, 4 and 5 are additional buttons found on some mouses. Normally only 1 and 2 trigger any response from Ren'Py.

If `selector` and/or `pos` are given, the virtual test mouse is moved according to the rules of the move statement before the click is sent.

Click behaves like a pattern-taking clause which would not be given a pattern: if no `pos` is provided, it will look for a neutral place where a click would not occur on a focusable element.

Note

Use the advance or skip statements if you want to advance the game's dialogue. Clicking may result in unpredictable results, depending on where the mouse is positioned and what is currently on the screen.

#### Drag

> Type: Command

> drag <[selector] [pos (x, y)]> to <[selector] [pos (x, y)]> [button (int)] [steps (int)]

Simulates a drag action on the screen. It takes the following properties:

- The first part (before the `to`) specifies the starting point of the drag. It takes an optional `selector` and/or `pos` property, which are interpreted according to the rules of the move statement.

- The second part (after the `to`) specifies the ending point of the drag. It also takes an optional `selector` and/or `pos` property, which are interpreted according to the rules of the move statement.

- `button` specifies which button of the simulated mouse is to be used for the drag. It takes an integer and defaults to 1. 1 is a left-click, 2 is a right-click, 3 is a middle-click, 4 and 5 are additional buttons found on some mouses. Normally only 1 and 2 trigger any response from Ren'Py.

- `steps` specifies how many intermediate steps the drag should take. It takes an integer and defaults to 10. More steps result in a smoother drag, but also take more time.

    drag id "item_icon" to id "inventory_slot_3" button 1 steps 20
    drag pos (100, 200) to pos (400, 500) button 1
    drag id "item_icon" pos (0.5, 0.5) to pos (300, 400) steps 5
    drag pos (50, 50) to id "inventory_slot_1"
    drag pos (50, 50) to pos (150, 150)

#### Move

> Type: Command

> move [selector] [pos (x, y)]

Moves the virtual test mouse to a given position on the screen.

If a `selector` is given, and:

- If `pos` is specified, the mouse is moved to that position relative to the selector.

- If no `pos` is specified, the mouse attempts to find a pixel that would focus the selector if clicked. This takes into account things like `focus_mask`.

If no `selector` is given, and:

- If `pos` is specified, the mouse is moved to that position relative to the screen.

- If no `pos` is specified, an error is thrown.

    # Move to a random clickable point within `back_btn`
    move id "back_btn"

    # Move to the center of `back_btn`
    move id "back_btn" pos (0.5, 0.5)

    # Move to a point 20 pixels right and 10 pixels down from the top-left corner of `back_btn`
    move id "back_btn" pos (20, 10)

    # Move to the top right corner of the screen
    move pos (1.0, 0.0)

    # Move to a point 20 pixels right and 10 pixels down from the top-left corner of the screen
    move pos (20, 10)

#### Scroll

> Type: Command

> scroll [amount (int)] [selector] [pos (x, y)]

Simulates a scroll event. It takes the following optional properties:

- `amount` specifies how many "notches" to scroll. It takes an integer and defaults to `1`. Positive values scroll down, negative values scroll up.

- If `selector` and/or `pos` are given, the virtual test mouse is moved according to the rules of the move statement before the scroll is sent.

    scroll "bar"
    scroll id "inventory_scroll"
    scroll amount 10 id "inventory_scroll" pos (0.5, 0.5)
    scroll # scrolls down at the current mouse position

Note

This only simulates the mousewheel event. You may consider using the Scroll action from Screen Actions, Values, and Functions.

    run Scroll("inventory_scroll", "increase", amount="step", delay=1.0)

### Keyboard Commands

#### Keysym

> Type: Command

> keysym <keysym> [selector] [pos (x, y)]

Simulate a keysym event. This includes the keys of config.keymap.

If `selector` and/or `pos` are given, the virtual test mouse is moved according to the rules of the move statement before the keysym is sent.

    keysym "skip"
    keysym "help"
    keysym "ctrl_K_a"
    keysym "K_BACKSPACE" repeat 30
    keysym "pad_a_press"

#### Type

> Type: Command

> type <string> [selector] [pos (x, y)]

Types the provided string as if it was typed on the keyboard.

If `selector` and/or `pos` are given, the virtual test mouse is moved according to the rules of the move statement before the text is sent.

    type "Hello, World!"

### Condition Statements

Conditions are used to check whether a certain condition is true or not. They are used in condition-taking test statements like `if`, `assert` or `until`.

#### Boolean Values

Tests can use the literal boolean values `True` and `False`. These are always ready.

    if True:
        click "Start"

    if False:
        click "Settings" # does not execute, since the condition is always false

#### Boolean Operations

> Conditions support the `not`, `and` and `or` operators. That expression may or may not be enclosed in parentheses.

>     assert eval (renpy.is_in_test() and screen "main_menu")
>     advance until "ask her right" or label "chapter_five"
>     click "Next" until not screen "choice"

#### Eval

> Type: Condition

> eval <expression>

Evaluates the provided python expression. This exists only to be used inside condition-taking test statements like `assert`, `if` or `until`.

    assert eval (renpy.is_in_test() and ("Ren'Py" in renpy.version_string))

Note

Differences between a dollar-line and the eval clause:

- Eval cannot be used on a line by itself, it must be used inside a statement like `if` or `until`, while dollar-lines must be on their own line.

- A dollar-line executes any python statement, which does not necessarily have a value - for example `$ import math` - while the eval clause requires a return value.

#### Label

> Type: Condition

> label <labelname>

Checks if the provided Ren'Py label has been reached since the last time a test statement was executed.

Considering the following example:

    run Jump("chapter_1")
    assert label chapter_1 # works
    assert label chapter_1 # fails

The first `assert` statement works because the label `chapter_1` has been reached by the `run Jump("chapter_1")` statement. The second `assert` statement fails because the label `chapter_1` has not been reached again since the first `assert` statement.

That also means the following example will not work:

    run Jump("chapter_1")
    advance repeat 3
    assert label chapter_1 # fails

Warning

This test statement should not be confused with the Ren'Py native label statement it refers to, or with the unrelated label element used in screens.

### Selector Statements

Selector statements are used to check if a certain element is on the screen, and to use that element for further actions.

Selectors are a special kind of condition.

#### Displayable Selector

> Type: Condition, Selector

Check if a screen or element with given id is currently displayed.

It takes one parameter, the name of the screen. It takes the following properties:

> screen <name>

>   The name of the screen to check.

> id <name>

>   The id of the element to check.

> layer <name>

>   The layer on which the screen is displayed. If not given, the layer is automatically determined by the screen name.

    if screen "main_menu":
        click "Start"

    advance until id "inventory_viewport" layer "overlay"

    click "Close" until not id "close_button"

#### Text Selector

> Type: Condition, Selector

> "<text>"

The `text` selector takes a string which resolves to a target found on the screen. The search is performed by going through all focusable elements on the screen (which are typically buttons and the main textbox), and looking through their `alt` text.

This search is case-insensitive and looks for the shortest match. For example, if the string `"log"` is given, and the screen contains the texts `"CATALOG"` and `"illogical"`, the target will be the `"CATALOG"` text.

    # This may be in a button
    skip until "Start Game"

    # This may be in the main textbox
    advance until "Hey, that's not fair!"

    # Case-insensitive search
    assert "AsK HeR RighT AwaY"

### Control Statements

These statements control the flow of the test execution.

#### Assert

> Type: Control

> assert <condition> [timeout (float)]

This statement takes a condition and raise a RenpyTestAssertionError if the condition is not met at the time when the assert statement executes.

If a `timeout` is given, the statement will wait up to that many seconds for the condition to be met. If the condition is not met within that time, the assertion fails.

    assert screen "main_menu"
    assert eval some_function(args)
    assert id "start_button" timeout 5.0

See also

- Python asserts

- Boolean evaluation

#### If

> Type: Control

> if <condition>

This statement executes a block of test statements if and when the provided condition is met.

Example:

    if label "chapter_five":
        exit

    if eval (persistent.should_advance and i_should_advance["now"]):
        advance

The `elif` and `else` statements can be used to add additional conditions to the `if` statement.

    if eval persistent.should_advance:
        advance
    elif eval i_should_advance["now"]:
        advance
    else:
        click "Start"

#### Repeat

> Type: Control

> <command> repeat <number>

Repeats a statement for a given number of times. It consists of an Command statement on the left-hand side and a number of repetitions on the right-hand side, separated by the word `repeat`.

    click "+" repeat 3
    keysym "K_BACKSPACE" repeat 10
    advance repeat 3

#### Until

> Type: Control

> <command> until <condition> [timeout (float or None)]

Repeats a statement until a condition is met. It consists of an Command statement on the left-hand side and a condition on the right-hand side, separated by the word `until`.

If and when the condition on the right is met, control is passed to the next statement. Otherwise, the left-hand statement is executed repeatedly until the condition is ready.

If a `timeout` is given, the statement will wait up to that many seconds for the condition to be met. If the condition is not met within that time, a RenpyTestTimeoutError is raised.

If the timeout is `None`, the statement will wait indefinitely for the condition to be met.

This timeout temporarily overrides the global `_test.timeout` setting.

    advance until screen "choice"
    click "Next"
    advance until label "chapter_5"

    skip until screen "inventory" timeout 20.0

### Python Blocks And Dollar-Lines

A python block or a One-line Python Statement can be added within a testcase. Unlike in normal Ren'Py code, the python blocks don't take the `in substore` parameter, but it does take the `hide` keyword. They (both) allow execution of arbitrary python code.

Init code gets executed before the test occurs, so functions and classes defined in `init python` blocks can be called in test python blocks and in test dollar-lines. For example:

    init python in test:
        def afunction():
            if renpy.is_in_test():
                return "test"
            return "not test"

    testcase default:
        $ print(test.afunction()) # ends up in the console