test_node.h 28 KB

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  1. /**************************************************************************/
  2. /* test_node.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/object/class_db.h"
  32. #include "scene/main/node.h"
  33. #include "scene/resources/packed_scene.h"
  34. #include "tests/test_macros.h"
  35. namespace TestNode {
  36. class TestNode : public Node {
  37. GDCLASS(TestNode, Node);
  38. protected:
  39. void _notification(int p_what) {
  40. switch (p_what) {
  41. case NOTIFICATION_INTERNAL_PROCESS: {
  42. internal_process_counter++;
  43. push_self();
  44. } break;
  45. case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
  46. internal_physics_process_counter++;
  47. push_self();
  48. } break;
  49. case NOTIFICATION_PROCESS: {
  50. process_counter++;
  51. push_self();
  52. } break;
  53. case NOTIFICATION_PHYSICS_PROCESS: {
  54. physics_process_counter++;
  55. push_self();
  56. } break;
  57. }
  58. }
  59. static void _bind_methods() {
  60. ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
  61. ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
  62. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
  63. ClassDB::bind_method(D_METHOD("set_exported_nodes", "node"), &TestNode::set_exported_nodes);
  64. ClassDB::bind_method(D_METHOD("get_exported_nodes"), &TestNode::get_exported_nodes);
  65. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exported_nodes", PROPERTY_HINT_TYPE_STRING, "24/34:Node"), "set_exported_nodes", "get_exported_nodes");
  66. }
  67. private:
  68. void push_self() {
  69. if (callback_list) {
  70. callback_list->push_back(this);
  71. }
  72. }
  73. public:
  74. int internal_process_counter = 0;
  75. int internal_physics_process_counter = 0;
  76. int process_counter = 0;
  77. int physics_process_counter = 0;
  78. Node *exported_node = nullptr;
  79. Array exported_nodes;
  80. List<Node *> *callback_list = nullptr;
  81. void set_exported_node(Node *p_node) { exported_node = p_node; }
  82. Node *get_exported_node() const { return exported_node; }
  83. void set_exported_nodes(const Array &p_nodes) { exported_nodes = p_nodes; }
  84. Array get_exported_nodes() const { return exported_nodes; }
  85. TestNode() {
  86. Node *internal = memnew(Node);
  87. add_child(internal, false, INTERNAL_MODE_FRONT);
  88. internal = memnew(Node);
  89. add_child(internal, false, INTERNAL_MODE_BACK);
  90. }
  91. };
  92. TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
  93. Node *node = memnew(Node);
  94. // Check initial scene tree setup.
  95. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
  96. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
  97. // Check initial node setup.
  98. CHECK(node->get_name() == StringName());
  99. CHECK_FALSE(node->is_inside_tree());
  100. CHECK_EQ(node->get_parent(), nullptr);
  101. ERR_PRINT_OFF;
  102. CHECK(node->get_path().is_empty());
  103. ERR_PRINT_ON;
  104. CHECK_EQ(node->get_child_count(), 0);
  105. SceneTree::get_singleton()->get_root()->add_child(node);
  106. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
  107. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
  108. CHECK(node->get_name() != StringName());
  109. CHECK(node->is_inside_tree());
  110. CHECK_EQ(SceneTree::get_singleton()->get_root(), node->get_parent());
  111. CHECK_FALSE(node->get_path().is_empty());
  112. CHECK_EQ(node->get_child_count(), 0);
  113. SUBCASE("Node should be accessible as first child") {
  114. Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
  115. CHECK_EQ(child, node);
  116. }
  117. SUBCASE("Node should be accessible via the node path") {
  118. Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
  119. CHECK_EQ(child_by_path, node);
  120. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
  121. CHECK_EQ(child_by_path, nullptr);
  122. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
  123. CHECK_EQ(child_by_path, nullptr);
  124. node->set_name("Node");
  125. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
  126. CHECK_EQ(child_by_path, node);
  127. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
  128. CHECK_EQ(child_by_path, node);
  129. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
  130. CHECK_EQ(child_by_path, node);
  131. }
  132. SUBCASE("Node should be accessible via group") {
  133. Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  134. CHECK(nodes.is_empty());
  135. node->add_to_group("nodes");
  136. nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  137. CHECK_EQ(nodes.size(), 1);
  138. Node *E = nodes.get(0);
  139. CHECK_EQ(E, node);
  140. }
  141. SUBCASE("Node should be possible to find") {
  142. Node *child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
  143. CHECK_EQ(child, nullptr);
  144. node->set_name("Node");
  145. child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
  146. CHECK_EQ(child, node);
  147. }
  148. SUBCASE("Node should be possible to remove") {
  149. SceneTree::get_singleton()->get_root()->remove_child(node);
  150. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
  151. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
  152. CHECK_FALSE(node->is_inside_tree());
  153. CHECK_EQ(node->get_parent(), nullptr);
  154. ERR_PRINT_OFF;
  155. CHECK(node->get_path().is_empty());
  156. ERR_PRINT_ON;
  157. }
  158. SUBCASE("Node should be possible to move") {
  159. SceneTree::get_singleton()->get_root()->move_child(node, 0);
  160. Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
  161. CHECK_EQ(child, node);
  162. CHECK(node->is_inside_tree());
  163. }
  164. SUBCASE("Node should be possible to reparent") {
  165. node->reparent(SceneTree::get_singleton()->get_root());
  166. Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
  167. CHECK_EQ(child, node);
  168. CHECK(node->is_inside_tree());
  169. }
  170. SUBCASE("Node should be possible to duplicate") {
  171. node->set_name("MyName");
  172. Node *duplicate = node->duplicate();
  173. CHECK_FALSE(node == duplicate);
  174. CHECK_FALSE(duplicate->is_inside_tree());
  175. CHECK_EQ(duplicate->get_name(), node->get_name());
  176. memdelete(duplicate);
  177. }
  178. memdelete(node);
  179. }
  180. TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple scene tree") {
  181. Node *node1 = memnew(Node);
  182. Node *node2 = memnew(Node);
  183. Node *node1_1 = memnew(Node);
  184. SceneTree::get_singleton()->get_root()->add_child(node1);
  185. SceneTree::get_singleton()->get_root()->add_child(node2);
  186. node1->add_child(node1_1);
  187. CHECK(node1_1->is_inside_tree());
  188. CHECK_EQ(node1_1->get_parent(), node1);
  189. CHECK_EQ(node1->get_child_count(), 1);
  190. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  191. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  192. SUBCASE("Nodes should be accessible via get_child(..)") {
  193. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  194. CHECK_EQ(child1, node1);
  195. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  196. CHECK_EQ(child2, node2);
  197. Node *child1_1 = node1->get_child(0);
  198. CHECK_EQ(child1_1, node1_1);
  199. }
  200. SUBCASE("Removed nodes should also remove their children from the scene tree") {
  201. // Should also remove node1_1 from the scene tree.
  202. SceneTree::get_singleton()->get_root()->remove_child(node1);
  203. CHECK_EQ(node1->get_child_count(), 1);
  204. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
  205. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
  206. // First child should now be the second node.
  207. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  208. CHECK_EQ(child1, node2);
  209. }
  210. SUBCASE("Removed children nodes should not affect their parent in the scene tree") {
  211. node1->remove_child(node1_1);
  212. CHECK_EQ(node1_1->get_parent(), nullptr);
  213. CHECK_EQ(node1->get_child_count(), 0);
  214. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
  215. }
  216. SUBCASE("Nodes should be in the expected order when a node is moved to the back") {
  217. SceneTree::get_singleton()->get_root()->move_child(node1, 1);
  218. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  219. CHECK_EQ(child1, node2);
  220. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  221. CHECK_EQ(child2, node1);
  222. }
  223. SUBCASE("Nodes should be in the expected order when a node is moved to the front") {
  224. SceneTree::get_singleton()->get_root()->move_child(node2, 0);
  225. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  226. CHECK_EQ(child1, node2);
  227. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  228. CHECK_EQ(child2, node1);
  229. }
  230. SUBCASE("Nodes should be in the expected order when reparented (remove/add)") {
  231. CHECK_EQ(node2->get_child_count(), 0);
  232. node1->remove_child(node1_1);
  233. CHECK_EQ(node1->get_child_count(), 0);
  234. CHECK_EQ(node1_1->get_parent(), nullptr);
  235. node2->add_child(node1_1);
  236. CHECK_EQ(node2->get_child_count(), 1);
  237. CHECK_EQ(node1_1->get_parent(), node2);
  238. Node *child = node2->get_child(0);
  239. CHECK_EQ(child, node1_1);
  240. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  241. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  242. }
  243. SUBCASE("Nodes should be in the expected order when reparented") {
  244. CHECK_EQ(node2->get_child_count(), 0);
  245. node1_1->reparent(node2);
  246. CHECK_EQ(node1->get_child_count(), 0);
  247. CHECK_EQ(node2->get_child_count(), 1);
  248. CHECK_EQ(node1_1->get_parent(), node2);
  249. Node *child = node2->get_child(0);
  250. CHECK_EQ(child, node1_1);
  251. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  252. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  253. }
  254. SUBCASE("Nodes should be possible to find") {
  255. Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
  256. CHECK_EQ(child, nullptr);
  257. TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
  258. CHECK_EQ(children.size(), 0);
  259. node1->set_name("Node1");
  260. node2->set_name("Node2");
  261. node1_1->set_name("NestedNode");
  262. child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
  263. CHECK_EQ(child, node1_1);
  264. children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
  265. CHECK_EQ(children.size(), 1);
  266. CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
  267. // First node that matches with the name is node1.
  268. child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
  269. CHECK_EQ(child, node1);
  270. children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
  271. CHECK_EQ(children.size(), 2);
  272. CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
  273. CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
  274. SceneTree::get_singleton()->get_root()->move_child(node2, 0);
  275. // It should be node2, as it is now the first one in the tree.
  276. child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
  277. CHECK_EQ(child, node2);
  278. children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
  279. CHECK_EQ(children.size(), 2);
  280. CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
  281. CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
  282. }
  283. SUBCASE("Nodes should be accessible via their node path") {
  284. Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1->get_path());
  285. CHECK_EQ(child_by_path, node1);
  286. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node2->get_path());
  287. CHECK_EQ(child_by_path, node2);
  288. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1_1->get_path());
  289. CHECK_EQ(child_by_path, node1_1);
  290. node1->set_name("Node1");
  291. node1_1->set_name("NestedNode");
  292. child_by_path = node1->get_node_or_null(NodePath("NestedNode"));
  293. CHECK_EQ(child_by_path, node1_1);
  294. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node1/NestedNode"));
  295. CHECK_EQ(child_by_path, node1_1);
  296. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node1/NestedNode"));
  297. CHECK_EQ(child_by_path, node1_1);
  298. }
  299. SUBCASE("Nodes should be accessible via their groups") {
  300. Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  301. CHECK(nodes.is_empty());
  302. nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
  303. CHECK(nodes.is_empty());
  304. node1->add_to_group("nodes");
  305. node2->add_to_group("other_nodes");
  306. node1_1->add_to_group("nodes");
  307. node1_1->add_to_group("other_nodes");
  308. nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  309. CHECK_EQ(nodes.size(), 2);
  310. Node *E = nodes.get(0);
  311. CHECK_EQ(E, node1);
  312. E = nodes.get(1);
  313. CHECK_EQ(E, node1_1);
  314. // Clear and try again with the other group.
  315. nodes.clear();
  316. nodes = SceneTree::get_singleton()->get_nodes_in_group("other_nodes");
  317. CHECK_EQ(nodes.size(), 2);
  318. E = nodes.get(0);
  319. CHECK_EQ(E, node1_1);
  320. E = nodes.get(1);
  321. CHECK_EQ(E, node2);
  322. // Clear and try again with the other group and one node removed.
  323. nodes.clear();
  324. node1->remove_from_group("nodes");
  325. nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  326. CHECK_EQ(nodes.size(), 1);
  327. E = nodes.get(0);
  328. CHECK_EQ(E, node1_1);
  329. }
  330. SUBCASE("Nodes added as siblings of another node should be right next to it") {
  331. node1->remove_child(node1_1);
  332. node1->add_sibling(node1_1);
  333. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 3);
  334. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  335. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
  336. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
  337. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
  338. }
  339. SUBCASE("Replaced nodes should be be removed and the replacing node added") {
  340. SceneTree::get_singleton()->get_root()->remove_child(node2);
  341. node1->replace_by(node2);
  342. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
  343. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
  344. CHECK_FALSE(node1->is_inside_tree());
  345. CHECK(node2->is_inside_tree());
  346. CHECK_EQ(node1->get_parent(), nullptr);
  347. CHECK_EQ(node2->get_parent(), SceneTree::get_singleton()->get_root());
  348. CHECK_EQ(node2->get_child_count(), 1);
  349. CHECK_EQ(node2->get_child(0), node1_1);
  350. }
  351. SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
  352. SceneTree::get_singleton()->get_root()->remove_child(node2);
  353. node1->add_to_group("nodes");
  354. node1->replace_by(node2, true);
  355. Vector<Node *> nodes = SceneTree::get_singleton()->get_nodes_in_group("nodes");
  356. CHECK_EQ(nodes.size(), 1);
  357. Node *E = nodes.get(0);
  358. CHECK_EQ(E, node2);
  359. }
  360. SUBCASE("Duplicating a node should also duplicate the children") {
  361. node1->set_name("MyName1");
  362. node1_1->set_name("MyName1_1");
  363. Node *duplicate1 = node1->duplicate();
  364. CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
  365. Node *duplicate1_1 = duplicate1->get_child(0);
  366. CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
  367. CHECK_EQ(duplicate1->get_name(), node1->get_name());
  368. CHECK_EQ(duplicate1_1->get_name(), node1_1->get_name());
  369. CHECK_FALSE(duplicate1->is_inside_tree());
  370. CHECK_FALSE(duplicate1_1->is_inside_tree());
  371. memdelete(duplicate1_1);
  372. memdelete(duplicate1);
  373. }
  374. memdelete(node1_1);
  375. memdelete(node1);
  376. memdelete(node2);
  377. }
  378. TEST_CASE("[SceneTree][Node] Duplicating node with internal children") {
  379. GDREGISTER_CLASS(TestNode);
  380. TestNode *node = memnew(TestNode);
  381. Node *child = memnew(Node);
  382. child->set_name("Child");
  383. node->add_child(child);
  384. int child_count = node->get_child_count();
  385. Node *dup = node->duplicate();
  386. CHECK(dup->get_child_count() == child_count);
  387. CHECK(dup->has_node(String("Child")));
  388. memdelete(node);
  389. memdelete(dup);
  390. }
  391. TEST_CASE("[SceneTree][Node]Exported node checks") {
  392. TestNode *node = memnew(TestNode);
  393. SceneTree::get_singleton()->get_root()->add_child(node);
  394. Node *child = memnew(Node);
  395. child->set_name("Child");
  396. node->add_child(child);
  397. child->set_owner(node);
  398. Node *child2 = memnew(Node);
  399. child2->set_name("Child2");
  400. node->add_child(child2);
  401. child2->set_owner(node);
  402. Array children;
  403. children.append(child);
  404. node->set("exported_node", child);
  405. node->set("exported_nodes", children);
  406. SUBCASE("Property of duplicated node should point to duplicated child") {
  407. GDREGISTER_CLASS(TestNode);
  408. TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
  409. Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
  410. CHECK(new_exported == dup->get_child(0, false));
  411. memdelete(dup);
  412. }
  413. #ifdef TOOLS_ENABLED
  414. SUBCASE("Saving instance with exported nodes should not store the unchanged property") {
  415. Ref<PackedScene> ps;
  416. ps.instantiate();
  417. ps->pack(node);
  418. String scene_path = TestUtils::get_temp_path("test_scene.tscn");
  419. ps->set_path(scene_path);
  420. Node *root = memnew(Node);
  421. Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
  422. root->add_child(sub_child);
  423. sub_child->set_owner(root);
  424. Ref<PackedScene> ps2;
  425. ps2.instantiate();
  426. ps2->pack(root);
  427. scene_path = TestUtils::get_temp_path("new_test_scene.tscn");
  428. ResourceSaver::save(ps2, scene_path);
  429. memdelete(root);
  430. bool is_wrong = false;
  431. Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
  432. while (!fa->eof_reached()) {
  433. const String line = fa->get_line();
  434. if (line.begins_with("exported_node")) {
  435. // The property was saved, while it shouldn't.
  436. is_wrong = true;
  437. break;
  438. }
  439. }
  440. CHECK_FALSE(is_wrong);
  441. }
  442. SUBCASE("Saving instance with exported nodes should store property if changed") {
  443. Ref<PackedScene> ps;
  444. ps.instantiate();
  445. ps->pack(node);
  446. String scene_path = TestUtils::get_temp_path("test_scene.tscn");
  447. ps->set_path(scene_path);
  448. Node *root = memnew(Node);
  449. Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
  450. root->add_child(sub_child);
  451. sub_child->set_owner(root);
  452. sub_child->set("exported_node", sub_child->get_child(1, false));
  453. children = Array();
  454. children.append(sub_child->get_child(1, false));
  455. sub_child->set("exported_nodes", children);
  456. Ref<PackedScene> ps2;
  457. ps2.instantiate();
  458. ps2->pack(root);
  459. scene_path = TestUtils::get_temp_path("new_test_scene2.tscn");
  460. ResourceSaver::save(ps2, scene_path);
  461. memdelete(root);
  462. int stored_properties = 0;
  463. Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
  464. while (!fa->eof_reached()) {
  465. const String line = fa->get_line();
  466. if (line.begins_with("exported_node")) {
  467. stored_properties++;
  468. }
  469. }
  470. CHECK_EQ(stored_properties, 2);
  471. }
  472. #endif // TOOLS_ENABLED
  473. memdelete(node);
  474. }
  475. TEST_CASE("[Node] Processing checks") {
  476. Node *node = memnew(Node);
  477. SUBCASE("Processing") {
  478. CHECK_FALSE(node->is_processing());
  479. node->set_process(true);
  480. CHECK(node->is_processing());
  481. node->set_process(false);
  482. CHECK_FALSE(node->is_processing());
  483. }
  484. SUBCASE("Physics processing") {
  485. CHECK_FALSE(node->is_physics_processing());
  486. node->set_physics_process(true);
  487. CHECK(node->is_physics_processing());
  488. node->set_physics_process(false);
  489. CHECK_FALSE(node->is_physics_processing());
  490. }
  491. SUBCASE("Unhandled input processing") {
  492. CHECK_FALSE(node->is_processing_unhandled_input());
  493. node->set_process_unhandled_input(true);
  494. CHECK(node->is_processing_unhandled_input());
  495. node->set_process_unhandled_input(false);
  496. CHECK_FALSE(node->is_processing_unhandled_input());
  497. }
  498. SUBCASE("Input processing") {
  499. CHECK_FALSE(node->is_processing_input());
  500. node->set_process_input(true);
  501. CHECK(node->is_processing_input());
  502. node->set_process_input(false);
  503. CHECK_FALSE(node->is_processing_input());
  504. }
  505. SUBCASE("Unhandled key input processing") {
  506. CHECK_FALSE(node->is_processing_unhandled_key_input());
  507. node->set_process_unhandled_key_input(true);
  508. CHECK(node->is_processing_unhandled_key_input());
  509. node->set_process_unhandled_key_input(false);
  510. CHECK_FALSE(node->is_processing_unhandled_key_input());
  511. }
  512. SUBCASE("Shortcut input processing") {
  513. CHECK_FALSE(node->is_processing_shortcut_input());
  514. node->set_process_shortcut_input(true);
  515. CHECK(node->is_processing_shortcut_input());
  516. node->set_process_shortcut_input(false);
  517. CHECK_FALSE(node->is_processing_shortcut_input());
  518. }
  519. SUBCASE("Internal processing") {
  520. CHECK_FALSE(node->is_processing_internal());
  521. node->set_process_internal(true);
  522. CHECK(node->is_processing_internal());
  523. node->set_process_internal(false);
  524. CHECK_FALSE(node->is_processing_internal());
  525. }
  526. SUBCASE("Process priority") {
  527. CHECK_EQ(0, node->get_process_priority());
  528. node->set_process_priority(1);
  529. CHECK_EQ(1, node->get_process_priority());
  530. }
  531. SUBCASE("Physics process priority") {
  532. CHECK_EQ(0, node->get_physics_process_priority());
  533. node->set_physics_process_priority(1);
  534. CHECK_EQ(1, node->get_physics_process_priority());
  535. }
  536. memdelete(node);
  537. }
  538. TEST_CASE("[SceneTree][Node] Test the processing") {
  539. TestNode *node = memnew(TestNode);
  540. SceneTree::get_singleton()->get_root()->add_child(node);
  541. SUBCASE("No process") {
  542. CHECK_EQ(0, node->process_counter);
  543. CHECK_EQ(0, node->physics_process_counter);
  544. }
  545. SUBCASE("Process") {
  546. node->set_process(true);
  547. SceneTree::get_singleton()->process(0);
  548. CHECK_EQ(1, node->process_counter);
  549. CHECK_EQ(0, node->physics_process_counter);
  550. CHECK_EQ(0, node->internal_process_counter);
  551. CHECK_EQ(0, node->internal_physics_process_counter);
  552. }
  553. SUBCASE("Physics process") {
  554. node->set_physics_process(true);
  555. SceneTree::get_singleton()->physics_process(0);
  556. CHECK_EQ(0, node->process_counter);
  557. CHECK_EQ(1, node->physics_process_counter);
  558. CHECK_EQ(0, node->internal_process_counter);
  559. CHECK_EQ(0, node->internal_physics_process_counter);
  560. }
  561. SUBCASE("Normal and physics process") {
  562. node->set_process(true);
  563. node->set_physics_process(true);
  564. SceneTree::get_singleton()->process(0);
  565. SceneTree::get_singleton()->physics_process(0);
  566. CHECK_EQ(1, node->process_counter);
  567. CHECK_EQ(1, node->physics_process_counter);
  568. CHECK_EQ(0, node->internal_process_counter);
  569. CHECK_EQ(0, node->internal_physics_process_counter);
  570. }
  571. SUBCASE("Internal, normal and physics process") {
  572. node->set_process_internal(true);
  573. node->set_physics_process_internal(true);
  574. SceneTree::get_singleton()->process(0);
  575. SceneTree::get_singleton()->physics_process(0);
  576. CHECK_EQ(0, node->process_counter);
  577. CHECK_EQ(0, node->physics_process_counter);
  578. CHECK_EQ(1, node->internal_process_counter);
  579. CHECK_EQ(1, node->internal_physics_process_counter);
  580. }
  581. SUBCASE("All processing") {
  582. node->set_process(true);
  583. node->set_physics_process(true);
  584. node->set_process_internal(true);
  585. node->set_physics_process_internal(true);
  586. SceneTree::get_singleton()->process(0);
  587. SceneTree::get_singleton()->physics_process(0);
  588. CHECK_EQ(1, node->process_counter);
  589. CHECK_EQ(1, node->physics_process_counter);
  590. CHECK_EQ(1, node->internal_process_counter);
  591. CHECK_EQ(1, node->internal_physics_process_counter);
  592. }
  593. SUBCASE("All processing twice") {
  594. node->set_process(true);
  595. node->set_physics_process(true);
  596. node->set_process_internal(true);
  597. node->set_physics_process_internal(true);
  598. SceneTree::get_singleton()->process(0);
  599. SceneTree::get_singleton()->physics_process(0);
  600. SceneTree::get_singleton()->process(0);
  601. SceneTree::get_singleton()->physics_process(0);
  602. CHECK_EQ(2, node->process_counter);
  603. CHECK_EQ(2, node->physics_process_counter);
  604. CHECK_EQ(2, node->internal_process_counter);
  605. CHECK_EQ(2, node->internal_physics_process_counter);
  606. }
  607. SUBCASE("Enable and disable processing") {
  608. node->set_process(true);
  609. node->set_physics_process(true);
  610. node->set_process_internal(true);
  611. node->set_physics_process_internal(true);
  612. SceneTree::get_singleton()->process(0);
  613. SceneTree::get_singleton()->physics_process(0);
  614. node->set_process(false);
  615. node->set_physics_process(false);
  616. node->set_process_internal(false);
  617. node->set_physics_process_internal(false);
  618. SceneTree::get_singleton()->process(0);
  619. SceneTree::get_singleton()->physics_process(0);
  620. CHECK_EQ(1, node->process_counter);
  621. CHECK_EQ(1, node->physics_process_counter);
  622. CHECK_EQ(1, node->internal_process_counter);
  623. CHECK_EQ(1, node->internal_physics_process_counter);
  624. }
  625. memdelete(node);
  626. }
  627. TEST_CASE("[SceneTree][Node] Test the process priority") {
  628. List<Node *> process_order;
  629. TestNode *node = memnew(TestNode);
  630. node->callback_list = &process_order;
  631. SceneTree::get_singleton()->get_root()->add_child(node);
  632. TestNode *node2 = memnew(TestNode);
  633. node2->callback_list = &process_order;
  634. SceneTree::get_singleton()->get_root()->add_child(node2);
  635. TestNode *node3 = memnew(TestNode);
  636. node3->callback_list = &process_order;
  637. SceneTree::get_singleton()->get_root()->add_child(node3);
  638. TestNode *node4 = memnew(TestNode);
  639. node4->callback_list = &process_order;
  640. SceneTree::get_singleton()->get_root()->add_child(node4);
  641. SUBCASE("Process priority") {
  642. node->set_process(true);
  643. node->set_process_priority(20);
  644. node2->set_process(true);
  645. node2->set_process_priority(10);
  646. node3->set_process(true);
  647. node3->set_process_priority(40);
  648. node4->set_process(true);
  649. node4->set_process_priority(30);
  650. SceneTree::get_singleton()->process(0);
  651. CHECK_EQ(4, process_order.size());
  652. List<Node *>::Element *E = process_order.front();
  653. CHECK_EQ(E->get(), node2);
  654. E = E->next();
  655. CHECK_EQ(E->get(), node);
  656. E = E->next();
  657. CHECK_EQ(E->get(), node4);
  658. E = E->next();
  659. CHECK_EQ(E->get(), node3);
  660. }
  661. SUBCASE("Physics process priority") {
  662. node->set_physics_process(true);
  663. node->set_physics_process_priority(20);
  664. node2->set_physics_process(true);
  665. node2->set_physics_process_priority(10);
  666. node3->set_physics_process(true);
  667. node3->set_physics_process_priority(40);
  668. node4->set_physics_process(true);
  669. node4->set_physics_process_priority(30);
  670. SceneTree::get_singleton()->physics_process(0);
  671. CHECK_EQ(4, process_order.size());
  672. List<Node *>::Element *E = process_order.front();
  673. CHECK_EQ(E->get(), node2);
  674. E = E->next();
  675. CHECK_EQ(E->get(), node);
  676. E = E->next();
  677. CHECK_EQ(E->get(), node4);
  678. E = E->next();
  679. CHECK_EQ(E->get(), node3);
  680. }
  681. memdelete(node);
  682. memdelete(node2);
  683. memdelete(node3);
  684. memdelete(node4);
  685. }
  686. } // namespace TestNode