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- /**************************************************************************/
- /* test_node.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef TEST_NODE_H
- #define TEST_NODE_H
- #include "core/object/class_db.h"
- #include "scene/main/node.h"
- #include "scene/resources/packed_scene.h"
- #include "tests/test_macros.h"
- namespace TestNode {
- class TestNode : public Node {
- GDCLASS(TestNode, Node);
- protected:
- void _notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_INTERNAL_PROCESS: {
- internal_process_counter++;
- push_self();
- } break;
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- internal_physics_process_counter++;
- push_self();
- } break;
- case NOTIFICATION_PROCESS: {
- process_counter++;
- push_self();
- } break;
- case NOTIFICATION_PHYSICS_PROCESS: {
- physics_process_counter++;
- push_self();
- } break;
- }
- }
- static void _bind_methods() {
- ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
- ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
- ClassDB::bind_method(D_METHOD("set_exported_nodes", "node"), &TestNode::set_exported_nodes);
- ClassDB::bind_method(D_METHOD("get_exported_nodes"), &TestNode::get_exported_nodes);
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exported_nodes", PROPERTY_HINT_TYPE_STRING, "24/34:Node"), "set_exported_nodes", "get_exported_nodes");
- }
- private:
- void push_self() {
- if (callback_list) {
- callback_list->push_back(this);
- }
- }
- public:
- int internal_process_counter = 0;
- int internal_physics_process_counter = 0;
- int process_counter = 0;
- int physics_process_counter = 0;
- Node *exported_node = nullptr;
- Array exported_nodes;
- List<Node *> *callback_list = nullptr;
- void set_exported_node(Node *p_node) { exported_node = p_node; }
- Node *get_exported_node() const { return exported_node; }
- void set_exported_nodes(const Array &p_nodes) { exported_nodes = p_nodes; }
- Array get_exported_nodes() const { return exported_nodes; }
- };
- TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
- Node *node = memnew(Node);
- // Check initial scene tree setup.
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
- // Check initial node setup.
- CHECK(node->get_name() == StringName());
- CHECK_FALSE(node->is_inside_tree());
- CHECK_EQ(node->get_parent(), nullptr);
- ERR_PRINT_OFF;
- CHECK(node->get_path().is_empty());
- ERR_PRINT_ON;
- CHECK_EQ(node->get_child_count(), 0);
- SceneTree::get_singleton()->get_root()->add_child(node);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
- CHECK(node->get_name() != StringName());
- CHECK(node->is_inside_tree());
- CHECK_EQ(SceneTree::get_singleton()->get_root(), node->get_parent());
- CHECK_FALSE(node->get_path().is_empty());
- CHECK_EQ(node->get_child_count(), 0);
- SUBCASE("Node should be accessible as first child") {
- Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child, node);
- }
- SUBCASE("Node should be accessible via the node path") {
- Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
- CHECK_EQ(child_by_path, node);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
- CHECK_EQ(child_by_path, nullptr);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
- CHECK_EQ(child_by_path, nullptr);
- node->set_name("Node");
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
- CHECK_EQ(child_by_path, node);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
- CHECK_EQ(child_by_path, node);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
- CHECK_EQ(child_by_path, node);
- }
- SUBCASE("Node should be accessible via group") {
- List<Node *> nodes;
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK(nodes.is_empty());
- node->add_to_group("nodes");
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK_EQ(nodes.size(), 1);
- List<Node *>::Element *E = nodes.front();
- CHECK_EQ(E->get(), node);
- }
- SUBCASE("Node should be possible to find") {
- Node *child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
- CHECK_EQ(child, nullptr);
- node->set_name("Node");
- child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
- CHECK_EQ(child, node);
- }
- SUBCASE("Node should be possible to remove") {
- SceneTree::get_singleton()->get_root()->remove_child(node);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
- CHECK_FALSE(node->is_inside_tree());
- CHECK_EQ(node->get_parent(), nullptr);
- ERR_PRINT_OFF;
- CHECK(node->get_path().is_empty());
- ERR_PRINT_ON;
- }
- SUBCASE("Node should be possible to move") {
- SceneTree::get_singleton()->get_root()->move_child(node, 0);
- Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child, node);
- CHECK(node->is_inside_tree());
- }
- SUBCASE("Node should be possible to reparent") {
- node->reparent(SceneTree::get_singleton()->get_root());
- Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child, node);
- CHECK(node->is_inside_tree());
- }
- SUBCASE("Node should be possible to duplicate") {
- node->set_name("MyName");
- Node *duplicate = node->duplicate();
- CHECK_FALSE(node == duplicate);
- CHECK_FALSE(duplicate->is_inside_tree());
- CHECK_EQ(duplicate->get_name(), node->get_name());
- memdelete(duplicate);
- }
- memdelete(node);
- }
- TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple scene tree") {
- Node *node1 = memnew(Node);
- Node *node2 = memnew(Node);
- Node *node1_1 = memnew(Node);
- SceneTree::get_singleton()->get_root()->add_child(node1);
- SceneTree::get_singleton()->get_root()->add_child(node2);
- node1->add_child(node1_1);
- CHECK(node1_1->is_inside_tree());
- CHECK_EQ(node1_1->get_parent(), node1);
- CHECK_EQ(node1->get_child_count(), 1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
- SUBCASE("Nodes should be accessible via get_child(..)") {
- Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child1, node1);
- Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
- CHECK_EQ(child2, node2);
- Node *child1_1 = node1->get_child(0);
- CHECK_EQ(child1_1, node1_1);
- }
- SUBCASE("Removed nodes should also remove their children from the scene tree") {
- // Should also remove node1_1 from the scene tree.
- SceneTree::get_singleton()->get_root()->remove_child(node1);
- CHECK_EQ(node1->get_child_count(), 1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
- // First child should now be the second node.
- Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child1, node2);
- }
- SUBCASE("Removed children nodes should not affect their parent in the scene tree") {
- node1->remove_child(node1_1);
- CHECK_EQ(node1_1->get_parent(), nullptr);
- CHECK_EQ(node1->get_child_count(), 0);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
- }
- SUBCASE("Nodes should be in the expected order when a node is moved to the back") {
- SceneTree::get_singleton()->get_root()->move_child(node1, 1);
- Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child1, node2);
- Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
- CHECK_EQ(child2, node1);
- }
- SUBCASE("Nodes should be in the expected order when a node is moved to the front") {
- SceneTree::get_singleton()->get_root()->move_child(node2, 0);
- Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
- CHECK_EQ(child1, node2);
- Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
- CHECK_EQ(child2, node1);
- }
- SUBCASE("Nodes should be in the expected order when reparented (remove/add)") {
- CHECK_EQ(node2->get_child_count(), 0);
- node1->remove_child(node1_1);
- CHECK_EQ(node1->get_child_count(), 0);
- CHECK_EQ(node1_1->get_parent(), nullptr);
- node2->add_child(node1_1);
- CHECK_EQ(node2->get_child_count(), 1);
- CHECK_EQ(node1_1->get_parent(), node2);
- Node *child = node2->get_child(0);
- CHECK_EQ(child, node1_1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
- }
- SUBCASE("Nodes should be in the expected order when reparented") {
- CHECK_EQ(node2->get_child_count(), 0);
- node1_1->reparent(node2);
- CHECK_EQ(node1->get_child_count(), 0);
- CHECK_EQ(node2->get_child_count(), 1);
- CHECK_EQ(node1_1->get_parent(), node2);
- Node *child = node2->get_child(0);
- CHECK_EQ(child, node1_1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
- }
- SUBCASE("Nodes should be possible to find") {
- Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
- CHECK_EQ(child, nullptr);
- TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
- CHECK_EQ(children.size(), 0);
- node1->set_name("Node1");
- node2->set_name("Node2");
- node1_1->set_name("NestedNode");
- child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
- CHECK_EQ(child, node1_1);
- children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
- CHECK_EQ(children.size(), 1);
- CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
- // First node that matches with the name is node1.
- child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
- CHECK_EQ(child, node1);
- children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
- CHECK_EQ(children.size(), 2);
- CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
- CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
- SceneTree::get_singleton()->get_root()->move_child(node2, 0);
- // It should be node2, as it is now the first one in the tree.
- child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
- CHECK_EQ(child, node2);
- children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
- CHECK_EQ(children.size(), 2);
- CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
- CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
- }
- SUBCASE("Nodes should be accessible via their node path") {
- Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1->get_path());
- CHECK_EQ(child_by_path, node1);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node2->get_path());
- CHECK_EQ(child_by_path, node2);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1_1->get_path());
- CHECK_EQ(child_by_path, node1_1);
- node1->set_name("Node1");
- node1_1->set_name("NestedNode");
- child_by_path = node1->get_node_or_null(NodePath("NestedNode"));
- CHECK_EQ(child_by_path, node1_1);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node1/NestedNode"));
- CHECK_EQ(child_by_path, node1_1);
- child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node1/NestedNode"));
- CHECK_EQ(child_by_path, node1_1);
- }
- SUBCASE("Nodes should be accessible via their groups") {
- List<Node *> nodes;
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK(nodes.is_empty());
- SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
- CHECK(nodes.is_empty());
- node1->add_to_group("nodes");
- node2->add_to_group("other_nodes");
- node1_1->add_to_group("nodes");
- node1_1->add_to_group("other_nodes");
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK_EQ(nodes.size(), 2);
- List<Node *>::Element *E = nodes.front();
- CHECK_EQ(E->get(), node1);
- E = E->next();
- CHECK_EQ(E->get(), node1_1);
- // Clear and try again with the other group.
- nodes.clear();
- SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
- CHECK_EQ(nodes.size(), 2);
- E = nodes.front();
- CHECK_EQ(E->get(), node1_1);
- E = E->next();
- CHECK_EQ(E->get(), node2);
- // Clear and try again with the other group and one node removed.
- nodes.clear();
- node1->remove_from_group("nodes");
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK_EQ(nodes.size(), 1);
- E = nodes.front();
- CHECK_EQ(E->get(), node1_1);
- }
- SUBCASE("Nodes added as siblings of another node should be right next to it") {
- node1->remove_child(node1_1);
- node1->add_sibling(node1_1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 3);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
- }
- SUBCASE("Replaced nodes should be be removed and the replacing node added") {
- SceneTree::get_singleton()->get_root()->remove_child(node2);
- node1->replace_by(node2);
- CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
- CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
- CHECK_FALSE(node1->is_inside_tree());
- CHECK(node2->is_inside_tree());
- CHECK_EQ(node1->get_parent(), nullptr);
- CHECK_EQ(node2->get_parent(), SceneTree::get_singleton()->get_root());
- CHECK_EQ(node2->get_child_count(), 1);
- CHECK_EQ(node2->get_child(0), node1_1);
- }
- SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
- SceneTree::get_singleton()->get_root()->remove_child(node2);
- node1->add_to_group("nodes");
- node1->replace_by(node2, true);
- List<Node *> nodes;
- SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
- CHECK_EQ(nodes.size(), 1);
- List<Node *>::Element *E = nodes.front();
- CHECK_EQ(E->get(), node2);
- }
- SUBCASE("Duplicating a node should also duplicate the children") {
- node1->set_name("MyName1");
- node1_1->set_name("MyName1_1");
- Node *duplicate1 = node1->duplicate();
- CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
- Node *duplicate1_1 = duplicate1->get_child(0);
- CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
- CHECK_EQ(duplicate1->get_name(), node1->get_name());
- CHECK_EQ(duplicate1_1->get_name(), node1_1->get_name());
- CHECK_FALSE(duplicate1->is_inside_tree());
- CHECK_FALSE(duplicate1_1->is_inside_tree());
- memdelete(duplicate1_1);
- memdelete(duplicate1);
- }
- memdelete(node1_1);
- memdelete(node1);
- memdelete(node2);
- }
- TEST_CASE("[SceneTree][Node]Exported node checks") {
- TestNode *node = memnew(TestNode);
- SceneTree::get_singleton()->get_root()->add_child(node);
- Node *child = memnew(Node);
- child->set_name("Child");
- node->add_child(child);
- child->set_owner(node);
- Node *child2 = memnew(Node);
- child2->set_name("Child2");
- node->add_child(child2);
- child2->set_owner(node);
- Array children;
- children.append(child);
- node->set("exported_node", child);
- node->set("exported_nodes", children);
- SUBCASE("Property of duplicated node should point to duplicated child") {
- GDREGISTER_CLASS(TestNode);
- TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
- Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
- CHECK(new_exported == dup->get_child(0));
- memdelete(dup);
- }
- #ifdef TOOLS_ENABLED
- SUBCASE("Saving instance with exported nodes should not store the unchanged property") {
- Ref<PackedScene> ps;
- ps.instantiate();
- ps->pack(node);
- String scene_path = TestUtils::get_temp_path("test_scene.tscn");
- ps->set_path(scene_path);
- Node *root = memnew(Node);
- Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
- root->add_child(sub_child);
- sub_child->set_owner(root);
- Ref<PackedScene> ps2;
- ps2.instantiate();
- ps2->pack(root);
- scene_path = TestUtils::get_temp_path("new_test_scene.tscn");
- ResourceSaver::save(ps2, scene_path);
- memdelete(root);
- bool is_wrong = false;
- Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
- while (!fa->eof_reached()) {
- const String line = fa->get_line();
- if (line.begins_with("exported_node")) {
- // The property was saved, while it shouldn't.
- is_wrong = true;
- break;
- }
- }
- CHECK_FALSE(is_wrong);
- }
- SUBCASE("Saving instance with exported nodes should store property if changed") {
- Ref<PackedScene> ps;
- ps.instantiate();
- ps->pack(node);
- String scene_path = TestUtils::get_temp_path("test_scene.tscn");
- ps->set_path(scene_path);
- Node *root = memnew(Node);
- Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
- root->add_child(sub_child);
- sub_child->set_owner(root);
- sub_child->set("exported_node", sub_child->get_child(1));
- children = Array();
- children.append(sub_child->get_child(1));
- sub_child->set("exported_nodes", children);
- Ref<PackedScene> ps2;
- ps2.instantiate();
- ps2->pack(root);
- scene_path = TestUtils::get_temp_path("new_test_scene2.tscn");
- ResourceSaver::save(ps2, scene_path);
- memdelete(root);
- int stored_properties = 0;
- Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
- while (!fa->eof_reached()) {
- const String line = fa->get_line();
- if (line.begins_with("exported_node")) {
- stored_properties++;
- }
- }
- CHECK_EQ(stored_properties, 2);
- }
- #endif // TOOLS_ENABLED
- memdelete(node);
- }
- TEST_CASE("[Node] Processing checks") {
- Node *node = memnew(Node);
- SUBCASE("Processing") {
- CHECK_FALSE(node->is_processing());
- node->set_process(true);
- CHECK(node->is_processing());
- node->set_process(false);
- CHECK_FALSE(node->is_processing());
- }
- SUBCASE("Physics processing") {
- CHECK_FALSE(node->is_physics_processing());
- node->set_physics_process(true);
- CHECK(node->is_physics_processing());
- node->set_physics_process(false);
- CHECK_FALSE(node->is_physics_processing());
- }
- SUBCASE("Unhandled input processing") {
- CHECK_FALSE(node->is_processing_unhandled_input());
- node->set_process_unhandled_input(true);
- CHECK(node->is_processing_unhandled_input());
- node->set_process_unhandled_input(false);
- CHECK_FALSE(node->is_processing_unhandled_input());
- }
- SUBCASE("Input processing") {
- CHECK_FALSE(node->is_processing_input());
- node->set_process_input(true);
- CHECK(node->is_processing_input());
- node->set_process_input(false);
- CHECK_FALSE(node->is_processing_input());
- }
- SUBCASE("Unhandled key input processing") {
- CHECK_FALSE(node->is_processing_unhandled_key_input());
- node->set_process_unhandled_key_input(true);
- CHECK(node->is_processing_unhandled_key_input());
- node->set_process_unhandled_key_input(false);
- CHECK_FALSE(node->is_processing_unhandled_key_input());
- }
- SUBCASE("Shortcut input processing") {
- CHECK_FALSE(node->is_processing_shortcut_input());
- node->set_process_shortcut_input(true);
- CHECK(node->is_processing_shortcut_input());
- node->set_process_shortcut_input(false);
- CHECK_FALSE(node->is_processing_shortcut_input());
- }
- SUBCASE("Internal processing") {
- CHECK_FALSE(node->is_processing_internal());
- node->set_process_internal(true);
- CHECK(node->is_processing_internal());
- node->set_process_internal(false);
- CHECK_FALSE(node->is_processing_internal());
- }
- SUBCASE("Process priority") {
- CHECK_EQ(0, node->get_process_priority());
- node->set_process_priority(1);
- CHECK_EQ(1, node->get_process_priority());
- }
- SUBCASE("Physics process priority") {
- CHECK_EQ(0, node->get_physics_process_priority());
- node->set_physics_process_priority(1);
- CHECK_EQ(1, node->get_physics_process_priority());
- }
- memdelete(node);
- }
- TEST_CASE("[SceneTree][Node] Test the processing") {
- TestNode *node = memnew(TestNode);
- SceneTree::get_singleton()->get_root()->add_child(node);
- SUBCASE("No process") {
- CHECK_EQ(0, node->process_counter);
- CHECK_EQ(0, node->physics_process_counter);
- }
- SUBCASE("Process") {
- node->set_process(true);
- SceneTree::get_singleton()->process(0);
- CHECK_EQ(1, node->process_counter);
- CHECK_EQ(0, node->physics_process_counter);
- CHECK_EQ(0, node->internal_process_counter);
- CHECK_EQ(0, node->internal_physics_process_counter);
- }
- SUBCASE("Physics process") {
- node->set_physics_process(true);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(0, node->process_counter);
- CHECK_EQ(1, node->physics_process_counter);
- CHECK_EQ(0, node->internal_process_counter);
- CHECK_EQ(0, node->internal_physics_process_counter);
- }
- SUBCASE("Normal and physics process") {
- node->set_process(true);
- node->set_physics_process(true);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(1, node->process_counter);
- CHECK_EQ(1, node->physics_process_counter);
- CHECK_EQ(0, node->internal_process_counter);
- CHECK_EQ(0, node->internal_physics_process_counter);
- }
- SUBCASE("Internal, normal and physics process") {
- node->set_process_internal(true);
- node->set_physics_process_internal(true);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(0, node->process_counter);
- CHECK_EQ(0, node->physics_process_counter);
- CHECK_EQ(1, node->internal_process_counter);
- CHECK_EQ(1, node->internal_physics_process_counter);
- }
- SUBCASE("All processing") {
- node->set_process(true);
- node->set_physics_process(true);
- node->set_process_internal(true);
- node->set_physics_process_internal(true);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(1, node->process_counter);
- CHECK_EQ(1, node->physics_process_counter);
- CHECK_EQ(1, node->internal_process_counter);
- CHECK_EQ(1, node->internal_physics_process_counter);
- }
- SUBCASE("All processing twice") {
- node->set_process(true);
- node->set_physics_process(true);
- node->set_process_internal(true);
- node->set_physics_process_internal(true);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(2, node->process_counter);
- CHECK_EQ(2, node->physics_process_counter);
- CHECK_EQ(2, node->internal_process_counter);
- CHECK_EQ(2, node->internal_physics_process_counter);
- }
- SUBCASE("Enable and disable processing") {
- node->set_process(true);
- node->set_physics_process(true);
- node->set_process_internal(true);
- node->set_physics_process_internal(true);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- node->set_process(false);
- node->set_physics_process(false);
- node->set_process_internal(false);
- node->set_physics_process_internal(false);
- SceneTree::get_singleton()->process(0);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(1, node->process_counter);
- CHECK_EQ(1, node->physics_process_counter);
- CHECK_EQ(1, node->internal_process_counter);
- CHECK_EQ(1, node->internal_physics_process_counter);
- }
- memdelete(node);
- }
- TEST_CASE("[SceneTree][Node] Test the process priority") {
- List<Node *> process_order;
- TestNode *node = memnew(TestNode);
- node->callback_list = &process_order;
- SceneTree::get_singleton()->get_root()->add_child(node);
- TestNode *node2 = memnew(TestNode);
- node2->callback_list = &process_order;
- SceneTree::get_singleton()->get_root()->add_child(node2);
- TestNode *node3 = memnew(TestNode);
- node3->callback_list = &process_order;
- SceneTree::get_singleton()->get_root()->add_child(node3);
- TestNode *node4 = memnew(TestNode);
- node4->callback_list = &process_order;
- SceneTree::get_singleton()->get_root()->add_child(node4);
- SUBCASE("Process priority") {
- node->set_process(true);
- node->set_process_priority(20);
- node2->set_process(true);
- node2->set_process_priority(10);
- node3->set_process(true);
- node3->set_process_priority(40);
- node4->set_process(true);
- node4->set_process_priority(30);
- SceneTree::get_singleton()->process(0);
- CHECK_EQ(4, process_order.size());
- List<Node *>::Element *E = process_order.front();
- CHECK_EQ(E->get(), node2);
- E = E->next();
- CHECK_EQ(E->get(), node);
- E = E->next();
- CHECK_EQ(E->get(), node4);
- E = E->next();
- CHECK_EQ(E->get(), node3);
- }
- SUBCASE("Physics process priority") {
- node->set_physics_process(true);
- node->set_physics_process_priority(20);
- node2->set_physics_process(true);
- node2->set_physics_process_priority(10);
- node3->set_physics_process(true);
- node3->set_physics_process_priority(40);
- node4->set_physics_process(true);
- node4->set_physics_process_priority(30);
- SceneTree::get_singleton()->physics_process(0);
- CHECK_EQ(4, process_order.size());
- List<Node *>::Element *E = process_order.front();
- CHECK_EQ(E->get(), node2);
- E = E->next();
- CHECK_EQ(E->get(), node);
- E = E->next();
- CHECK_EQ(E->get(), node4);
- E = E->next();
- CHECK_EQ(E->get(), node3);
- }
- memdelete(node);
- memdelete(node2);
- memdelete(node3);
- memdelete(node4);
- }
- } // namespace TestNode
- #endif // TEST_NODE_H
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