# 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.

## Quick Start

This section shows a minimal example using statements that are common in real testcases:

- `run Jump("...")` to start from a known label.

- `advance until screen "choice"` to get to a menu.

- `click "Choice Text"` to pick a menu option.

- `click id "..." until not screen "..."` to keep clicking until a screen disappears.

Add the following Ren'Py code to your game script:

    screen quickstart_popup():
        modal True

        frame:
            xalign 0.5
            yalign 0.5

            vbox:
                spacing 12
                text "Quick Start Popup"

                textbutton "Close":
                    id "quickstart_close"
                    action Hide("quickstart_popup")

    label quickstart_demo:
        "Welcome to the testcase quick start demo."

        show screen quickstart_popup
        "Close the popup to continue."

        menu:
            "Take the map":
                "You picked the map."
            "Leave it":
                "You left the map behind."

        "End of demo."
        return

    # ==== Test cases ====
    # These can go in the same file, or in a separate file (e.g. testcases.rpy).

    testsuite quick_start:
        before testcase:
            # Make sure each test has the same starting point
            run Jump("quickstart_demo")
            advance until screen "quickstart_popup"

        testcase choose_map:
            pause 0.5
            click id "quickstart_close" until not screen "quickstart_popup"
            pause 0.5
            advance until screen "choice"
            click "Take the map"
            advance until "You picked the map."
            pause 0.5

        testcase leave_map:
            pause 0.5
            click id "quickstart_close" until not screen "quickstart_popup"
            pause 0.5
            advance until screen "choice"
            click "Leave it"
            advance until "You left the map behind."
            pause 0.5

After saving the file, run the test using the launcher or the command line. See Running Testcases for additional details.

### Launcher

You can run the test from the launcher by selecting "Run Testcases" from the Ren'Py launcher. If the button does not appear, try launching the game first (or recompiling), then click the "Refresh" button in the launcher.

### Command Line

If you're running the test from the command line, the command should look something like this:

    ./renpy.sh /path/to/game test quick_start

    .\lib\py3-windows-x86_64\python.exe renpy.py C:\path\to\game test quick_start

Note

The pauses in this demo are not necessary, they are just there to make the test execute a slower so you can see what's happening. In a real test, you can remove them to make the test run faster.

## Running Testcases

### Launcher

To run tests from the launcher, select the project and press the "Run Testcases" button. If the button is not visible, do the following:

1. Ensure that you have at least one testcase defined in your game.

2. Launch the game normally by clicking the "Launch Project" button.

3. Click the "Refresh" button in the launcher.

This will run the "global" test suite by default.

### Command Line

To run tests from the command line, open a terminal in the Ren'Py SDK directory and use the test command:

    cd /path/to/renpy
    ./renpy.sh <basedir> test [<filters>] [options...]

    cd C:\path\to\renpy
    .\lib\py3-windows-x86_64\python.exe renpy.py <basedir> test [<filters>] [options...]

<basedir>

  Specifies the path to the project.

<filters>

  Specifies the test cases or suites to run. If not given, the "global" test suite will be run. Filters are case-sensitive.

  Multiple filters can be provided, separated by a space. These are combined, so that a test will be run if it matches any of the filters.

  See Filter Examples for examples.

--enable-all

  Executes all test cases and test suites, regardless of their `enabled` property. Does not work if a specific test case or suite is specified.

--overwrite-screenshots

  Overwrite existing screenshots when a screenshot statement is executed.

--hide-header

  Disables the header at the start of the test run.

--hide-execution {no|hooks|testcases|all}

  Hides information about test execution. `--hide-execution hooks` hides hooks, `--hide-execution testcases` hides test cases and hooks, and `--hide-execution all` hides everything.

--hide-summary

  Disables the summary at the end of the test run.

--report-detailed

  Shows detailed information about each test during the run.

--report-skipped

  Shows information about skipped tests. This option should be used together with `--report-detailed`.

#### Filter Examples

Consider a game with the following test structure:

    testsuite math:
        testcase addition: ...
            parameter (a, b) = [(2, 1), (3, 1), (3, 2)]
        testcase subtraction: ...
            parameter (a, b) = [(2, 1), (3, 1), (3, 2)]
        testcase shapes: ...

        testsuite graphs:
            testcase dot: ...
            testcase save: ...

    testsuite audio:
        testcase save: ...
        testcase load: ...

    testsuite sprites:
        testcase save: ...
        testcase load: ...

    testcase reload: ...

All tests live inside the implicit root suite called `global`.

Running all tests

Omitting filters, or using `global`, runs everything:

Command | Selected Tests
--- | ---
`test` | All test
`test global` | All test

Selecting a suite or test case

Use `.` to separate suite names:

Command | Selected Tests
--- | ---
`test reload` | `reload`
`test audio` | `audio.save`, `audio.load`
`test audio.save` | `audio.save`
`test math` | `math.addition`, `math.subtraction`, `math.shapes`, `math.graphs.dot`, `math.graphs.save`
`test math.graphs` | `math.graphs.dot`, `math.graphs.save`
`test math.graphs.dot` | `math.graphs.dot`

You may optionally add `global.` to the start of the filter, but it is not required. For example, `test math` and `test global.math` will both select the same tests.

Wildcards

`*` matches any sequence of characters within a single name segment. One `*` cannot cross a `.` boundary.

Command | Selected Tests
--- | ---
`test re*` | `reload`
`test math.s*` | `math.subtraction`, `math.shapes`
`test *.save` | `sprites.save`, `sounds.save`

Parameters

When a test case uses the `parameter` keyword, each value combination is a separate run.

See Parameterized Tests for more information.

Command | Selected Tests
--- | ---
`test "math.addition(a=2, b=1)"` | `math.addition(a=2, b=1)`
`test "math.addition(a=3)"` | `addition(a=3, b=1)`, `addition(a=3, b=2)`
`test "math.*(a=3, b=2)"` | `addition(a=3, b=2)`, `subtraction(a=3, b=2)`

Note

Quote filters that contain parentheses to prevent the shell from interpreting them.

Multiple filters

Separate filters with spaces. A test is selected if it matches any filter:

Command | Selected Tests
--- | ---
`test audio sprites` | `audio.save`, `audio.load`, `sprites.save`, `sprites.load`
`test *.save math` | `sprites.save`, `sounds.save`, plus all of `math`

Quick Reference

Symbol | Meaning | Example
--- | --- | ---
`.` | Test suite separator | `math.graphs`
`*` | Wildcard (one level only) | `*.save`, `math.s*`
`()` | Parameter values | `addition(a=2, b=1)`

## 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.

It takes the following properties:

description

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

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.

xfail

  If this expression evaluates to `True`, the test is expected to fail. If the test does fail, it will be marked as xfailed instead of failed. Defaults to `False`.

parameter

  A variable name (or tuple of variable names) and a list of values (or list of tuples of values). The test will run once for each value (or tuple of values) in the list.

  A test may have multiple `parameter` properties, in which case the test will run for every possible combination of the values.

  See Parameterized Tests for more information.

## 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 at the beginning of the testsuite, before running any tests contained within the current suite.

before testsuite

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

before testcase

  A block of test statements that is executed 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. This 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. This is run even if the testsuite fails or raises an exception.

teardown

  A block of test statements that is executed 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

  Controls how many levels of nested tests the hook applies to.

  - `-1`: Run hook for all nested tests, at any depth

  - `0`: Run hook for only direct children of this suite (no nesting)

  - Positive number: Run hook for tests up to that many levels deep

  Defaults:

  - `-1` for `before testcase` and `after testcase` (runs for all nested testcases)

  - `0` for `before testsuite` and `after testsuite` (runs for direct child testsuites only)

  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:

Code | Execution Order
--- | ---

    label test_demo:
        "This is a demo for testcases."
        "It has a few messages and a menu."
        menu:
            "First Choice":
                "Selected first choice."
            "Second Choice":
                "Selected second choice."
            "Third Choice":
                "Selected third choice."
        return

    testsuite global:
        setup:
            $ print("global :: setup")
            skip until screen "main_menu"

        before testsuite:
            $ print("global :: before testsuite")
            if not screen "main_menu":
                run MainMenu(confirm=False)
            click "Start"

        before testcase:
            $ print("global :: before testcase")

        after testcase:
            $ print("global :: after testcase")

        after testsuite:
            $ print("global :: after testsuite")

        teardown:
            $ print("global :: teardown")
            exit

        testsuite basic:
            testcase first_testcase:
                $ print("basic.first_testcase")
                advance

        testsuite test_choices:
            setup:
                $ print("test_choices :: setup")

            before testcase:
                $ print("test_choices :: before testcase")
                run Jump("test_demo")
                advance until screen "choice"

            after testcase:
                $ print("test_choices :: after testcase")

            teardown:
                $ print("test_choices :: teardown")

            testcase choice1:
                $ print("test_choices.choice1")
                click "First Choice"

            testcase choice2:
                enabled False
                $ print("test_choices.choice2 (disabled)")
                click "Second Choice"

            testcase choice3:
                $ print("test_choices.choice3")
                click "Third Choice"

global :: setup

global :: before testsuite

global :: before testcase

basic.first_testcase

global :: after testcase

global :: after testsuite

global :: before testsuite

test_choices :: setup

global :: before testcase

test_choices :: before testcase

test_choices.choice1

test_choices :: after testcase

global :: after testcase

global :: before testcase

test_choices :: before testcase

test_choices.choice3

test_choices :: after testcase

global :: after testcase

test_choices :: teardown

global :: after testsuite

global :: teardown

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:

    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).

## Parameterized Tests

A test case can run multiple times with different values by using the `parameter` property.

To do this, give a variable name and a list of values. The test will run once for each value in the list. For example:

    testcase click_buttons:
        parameter button_name = ["Load", "Save"]
        click expression button_name

This runs twice: first clicking "Load", then clicking "Save".

Parameters should be thought of as defining multiple testsuites or testcases, with the hooks (including `setup` and `teardown`) being run for each value.

### Grouped Parameters

It is possible to specify several variables at once by grouping them in parentheses and giving a list of value groups. For example:

    testcase addition:
        parameter (x, y, z) = [ (1, 2, 3), (2, 3, 5), (3, 5, 8) ]
        assert eval (x + y == z)

This will run three times, using the following values: `(x=1, y=2, z=3)`, `(x=2, y=3, z=5)`, and `(x=3, y=5, z=8)`.

### Parameter Combinations

If multiple `parameter` properties are provided, the test case will run for every possible combination of the values. For example:

    testcase combinations:
        parameter a = [1, 2]
        parameter b = [3, 4]
        parameter c = [5, 6]

        assert eval (a + b + c in [9, 10, 11, 12])

This will run eight times, once for each combination of `(a, b, c)`:

> `(1, 3, 5)`, `(1, 3, 6)`, `(1, 4, 5)`, `(1, 4, 6)`, `(2, 3, 5)`, `(2, 3, 6)`, `(2, 4, 5)`, `(2, 4, 6)`

It is possible to mix grouped parameters with non-grouped parameters. For example:

    testcase mixed:
        parameter a = [1, 2]
        parameter (b, c) = [ (3, 5), (4, 6) ]

        assert eval (a + b + c in [9, 10, 11, 12])

This will run four times, using these combinations for `(a, (b, c))`:

> `(1, (3, 5))`, `(1, (4, 6))`, `(2, (3, 5))`, `(2, (4, 6))`

### Using Parameters in Expressions

You can use parameters in any test property that takes an expression.

For example, here's a test that runs three times, once for each value of `x`. The test will pass when `x` is 0 or 1, and will be expected to fail (`xfail`) when `x` is 2:

    testcase choice_test:
        parameter x = [0, 1, 2]
        xfail x == 2

        assert eval (x < 2)

You can also use parameters to select screens or buttons by name. For example, this test will click either the "first" or "second" choice, depending on the value of `choice_text`:

    testcase show_menu:
        parameter screen_name = ["preferences", "load"]

        run ShowMenu(screen_name)
        pause until screen screen_name
        run Return()

Parameters can be used, preceded by `expression`, to select a button by parameter name.

> testcase click_buttons:

>   parameter button_name = ["Load", "Save"]

>   click expression button_name

Parameters can also be used inside Python code blocks. For example, this test prints the current values of `x` and `y`, and then clicks at that position:

    testcase param_test:
        parameter (x, y) = [(0.0, 0.0), (0.5, 0.5), (1.0, 1.0)]

        $ print(f"Clicking at position ({x}, {y})")
        click pos (x, y)

### Parameterized Test Suites

Parameters can also be provided to the whole test suite. In this case, all hooks and test cases inside the suite will run once for each parameter set.

Each parameterized run will execute the `setup`, `before/after testsuite`, and `teardown` hooks.

For example:

    testsuite math_tests:
        parameter (x, y, z) [ (1, 2, 3), (2, 3, 5), (3, 5, 8) ]

        setup:
            $ print(f"Running math tests with x={x}, y={y}, z={z}")

        testcase addition:
            assert eval (x + y == z)

        testcase multiplication:
            assert eval (x*y == z*y - y*y)

Parameters may be nested, and all combinations will be tested. For example:

    testsuite parameter_field:
        parameter choice_text = ["first", "second"]

        testcase param_test2:
            parameter (x, y) = [(0.0, 0.0), (0.5, 0.5)]

            advance until screen "choice"
            click choice_text
            click pos (x, y)

This will run four times, once for each combination of `(choice_text, (x, y))`:

> `("first", (0.0, 0.0))`, `("first", (0.5, 0.5))`, `("second", (0.0, 0.0))`, `("second", (0.5, 0.5))`

Warning

Parameters are passed by reference. If you change a mutable parameter (e.g. a list or dict), that value will be affected in all other tests that share the same object.

## 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 Reporting

After a test run, a report is printed to the console, listing all test cases and their results. If the `--print_details` option is provided, the report will include additional information about each test.

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

### Test results

A test can have one of the following results:

- Passed: The test executed successfully, without any errors.

- Failed: The test executed, but one of the statements failed.

- XFailed: The test was expected to fail (because its `xfail` property evaluated to `True`), and it did fail.

- XPassed: The test was expected to fail (because its `xfail` property evaluated to `True`), but it passed instead.

- Skipped: The test was skipped, either because its `enabled` property evaluated to `False`, or because another test with `only True` exists.

In general, a test is considered successful if it passed or xfailed, and unsuccessful if it failed or xpassed.

## 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.screenshot_directory

  A string specifying the directory to store screenshots in. Defaults to `tests/screenshots`.

_test.vc_revision

  The version control (often git) revision of the current source tree, if available. Defaults to the RENPY_TEST_VC_REVISION environment variable, or an empty string if not set.

## 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] [expression (expr)] [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.

- `expression` specifies a test expression that identifies the click target.

    It is evaluated according to the rules of the pattern-taking clause.

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.

    # Click at the current mouse position
    click

    # Click a button with specific text
    click "Start"

    # Right-click on a specific target.
    click id "inventory_button" button 2

    # Click the center of the selected target.
    click id "inventory_button" pos (0.5, 0.5)

    # Click a button using an expression.
    $ button_name = "Load"
    click expression button_name

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>" [raw]
> expression <expression> [raw]

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 text and `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.

If `raw` is given, the search is performed on the text as given in the script, before translation and interpolation. If not given, the search is performed on the text as it appears on screen, after translation and interpolation.

If `expression` is given, the string to search for is determined by evaluating the provided expression.

    # 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"

    # Search unsubstituted text
    assert "Welcome, Eileen!"
    assert "Welcome, [player_name]!" raw

    # Search untranslated text after changing the language
    run Language("japanese")
    assert "スタート"
    assert "Start" raw

### Control Statements

These statements control the flow of the test execution.

#### Assert

> Type: Control

> assert <condition> [timeout (float)] [xfail (bool)]

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.

If `xfail` is set to `True`, the assert statement is expected to fail. This inverts the meaning of the statement: if the condition is met, the assertion fails. If the condition is not met, the assertion passes.

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

See also

- Python asserts

- Boolean evaluation

#### For

> Type: Control

> for <variable> in <iterable>

This statement executes a block of test statements for each item in the provided iterable. You can use break and continue statements to control the flow of the loop.

Example:

    # Click "Next" three times
    for _ in range(3):
        click "Next"

    # Click each of the choices, skipping "Trade" if the shop is not unlocked
    for choice in ["Talk", "Trade", "Leave"]:
        if eval (choice == "Trade" and not persistent.shop_unlocked):
            continue
        click expression choice
        if screen "shop":
            break

    # Click each of the tabs in the stats screen, skipping "Quests" if quests are not enabled
    for stat_tab in ["Stats", "Skills", "Quests"]:
        click expression stat_tab
        if eval (stat_tab == "Quests" and not persistent.quests_enabled):
            continue
        assert text stat_tab timeout 2.0

#### 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> [timeout (float)]

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

#### Screenshot

> Type: Command

> screenshot <path> [max_pixel_difference (int or float)] [crop (x, y, width, height)]

Takes a screenshot of the current screen and saves it to the provided path.

- `path` specifies the path (relative to `_test.screenshot_directory`) where the screenshot will be saved. It may include a file extension. Only `.png` is supported.

- `max_pixel_difference` specifies how many pixels may differ between the taken screenshot and an existing screenshot for the test to pass. Integer values specify the number of pixels, while float values specify a percentage of the total number of pixels. Defaults to `0`.

- `crop` specifies a rectangle to crop the screenshot to, given as `(x, y, width, height)`. Coordinates must be given as integers.

If the project is in a git repository, the hash of the current commit is automatically appended to the filename as `@{hash}.png`. This allows the developer to track changes to screenshots over time.

If the file already exists, the current screenshot is compared to the existing file. If the files differ by more than `max_pixel_difference` pixels, a RenpyTestScreenshotError is raised.

To overwrite an existing screenshot, either delete the file or run the test with the `--overwrite_screenshots` command-line option.

    screenshot "screens/main_menu.png"
    screenshot "screens/inventory" max_pixel_difference 0.01
    screenshot "button.png" crop (10, 10, 100, 50)

This may be used in a parameterized test to take multiple screenshots:

    testcase screen_tester:
        parameter screen_name = ["inventory", "stats", "map"]

        run Show(screen_name)
        screenshot f"screens/{screen_name}.png"

#### Until

> Type: Control

> <command> until <condition> [timeout (float)]

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.

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

#### While

> Type: Control

> while <condition>

This statement executes a block of test statements while the provided condition remains met. You can use break and continue statements to control the flow of the loop.

Example:

    $ should_advance = True
    while eval should_advance:
        advance
        if screen "main_menu":
            break

        $ should_advance = some_evaluation_function()

### 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

## See Also

You can find real tests in the Ren'Py source code:

- https://github.com/renpy/renpy/blob/master/tutorial/game/testcases.rpy

- https://github.com/renpy/renpy/blob/master/gui/game/testcases.rpy

- https://github.com/renpy/renpy/blob/master/launcher/game/testcases.rpy