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. List<Node *> nodes;
  134. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  135. CHECK(nodes.is_empty());
  136. node->add_to_group("nodes");
  137. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  138. CHECK_EQ(nodes.size(), 1);
  139. List<Node *>::Element *E = nodes.front();
  140. CHECK_EQ(E->get(), node);
  141. }
  142. SUBCASE("Node should be possible to find") {
  143. Node *child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
  144. CHECK_EQ(child, nullptr);
  145. node->set_name("Node");
  146. child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
  147. CHECK_EQ(child, node);
  148. }
  149. SUBCASE("Node should be possible to remove") {
  150. SceneTree::get_singleton()->get_root()->remove_child(node);
  151. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
  152. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
  153. CHECK_FALSE(node->is_inside_tree());
  154. CHECK_EQ(node->get_parent(), nullptr);
  155. ERR_PRINT_OFF;
  156. CHECK(node->get_path().is_empty());
  157. ERR_PRINT_ON;
  158. }
  159. SUBCASE("Node should be possible to move") {
  160. SceneTree::get_singleton()->get_root()->move_child(node, 0);
  161. Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
  162. CHECK_EQ(child, node);
  163. CHECK(node->is_inside_tree());
  164. }
  165. SUBCASE("Node should be possible to reparent") {
  166. node->reparent(SceneTree::get_singleton()->get_root());
  167. Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
  168. CHECK_EQ(child, node);
  169. CHECK(node->is_inside_tree());
  170. }
  171. SUBCASE("Node should be possible to duplicate") {
  172. node->set_name("MyName");
  173. Node *duplicate = node->duplicate();
  174. CHECK_FALSE(node == duplicate);
  175. CHECK_FALSE(duplicate->is_inside_tree());
  176. CHECK_EQ(duplicate->get_name(), node->get_name());
  177. memdelete(duplicate);
  178. }
  179. memdelete(node);
  180. }
  181. TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple scene tree") {
  182. Node *node1 = memnew(Node);
  183. Node *node2 = memnew(Node);
  184. Node *node1_1 = memnew(Node);
  185. SceneTree::get_singleton()->get_root()->add_child(node1);
  186. SceneTree::get_singleton()->get_root()->add_child(node2);
  187. node1->add_child(node1_1);
  188. CHECK(node1_1->is_inside_tree());
  189. CHECK_EQ(node1_1->get_parent(), node1);
  190. CHECK_EQ(node1->get_child_count(), 1);
  191. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  192. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  193. SUBCASE("Nodes should be accessible via get_child(..)") {
  194. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  195. CHECK_EQ(child1, node1);
  196. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  197. CHECK_EQ(child2, node2);
  198. Node *child1_1 = node1->get_child(0);
  199. CHECK_EQ(child1_1, node1_1);
  200. }
  201. SUBCASE("Removed nodes should also remove their children from the scene tree") {
  202. // Should also remove node1_1 from the scene tree.
  203. SceneTree::get_singleton()->get_root()->remove_child(node1);
  204. CHECK_EQ(node1->get_child_count(), 1);
  205. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
  206. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
  207. // First child should now be the second node.
  208. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  209. CHECK_EQ(child1, node2);
  210. }
  211. SUBCASE("Removed children nodes should not affect their parent in the scene tree") {
  212. node1->remove_child(node1_1);
  213. CHECK_EQ(node1_1->get_parent(), nullptr);
  214. CHECK_EQ(node1->get_child_count(), 0);
  215. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
  216. }
  217. SUBCASE("Nodes should be in the expected order when a node is moved to the back") {
  218. SceneTree::get_singleton()->get_root()->move_child(node1, 1);
  219. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  220. CHECK_EQ(child1, node2);
  221. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  222. CHECK_EQ(child2, node1);
  223. }
  224. SUBCASE("Nodes should be in the expected order when a node is moved to the front") {
  225. SceneTree::get_singleton()->get_root()->move_child(node2, 0);
  226. Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
  227. CHECK_EQ(child1, node2);
  228. Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
  229. CHECK_EQ(child2, node1);
  230. }
  231. SUBCASE("Nodes should be in the expected order when reparented (remove/add)") {
  232. CHECK_EQ(node2->get_child_count(), 0);
  233. node1->remove_child(node1_1);
  234. CHECK_EQ(node1->get_child_count(), 0);
  235. CHECK_EQ(node1_1->get_parent(), nullptr);
  236. node2->add_child(node1_1);
  237. CHECK_EQ(node2->get_child_count(), 1);
  238. CHECK_EQ(node1_1->get_parent(), node2);
  239. Node *child = node2->get_child(0);
  240. CHECK_EQ(child, node1_1);
  241. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  242. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  243. }
  244. SUBCASE("Nodes should be in the expected order when reparented") {
  245. CHECK_EQ(node2->get_child_count(), 0);
  246. node1_1->reparent(node2);
  247. CHECK_EQ(node1->get_child_count(), 0);
  248. CHECK_EQ(node2->get_child_count(), 1);
  249. CHECK_EQ(node1_1->get_parent(), node2);
  250. Node *child = node2->get_child(0);
  251. CHECK_EQ(child, node1_1);
  252. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
  253. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  254. }
  255. SUBCASE("Nodes should be possible to find") {
  256. Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
  257. CHECK_EQ(child, nullptr);
  258. TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
  259. CHECK_EQ(children.size(), 0);
  260. node1->set_name("Node1");
  261. node2->set_name("Node2");
  262. node1_1->set_name("NestedNode");
  263. child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
  264. CHECK_EQ(child, node1_1);
  265. children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
  266. CHECK_EQ(children.size(), 1);
  267. CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
  268. // First node that matches with the name is node1.
  269. child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
  270. CHECK_EQ(child, node1);
  271. children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
  272. CHECK_EQ(children.size(), 2);
  273. CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
  274. CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
  275. SceneTree::get_singleton()->get_root()->move_child(node2, 0);
  276. // It should be node2, as it is now the first one in the tree.
  277. child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
  278. CHECK_EQ(child, node2);
  279. children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
  280. CHECK_EQ(children.size(), 2);
  281. CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
  282. CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
  283. }
  284. SUBCASE("Nodes should be accessible via their node path") {
  285. Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1->get_path());
  286. CHECK_EQ(child_by_path, node1);
  287. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node2->get_path());
  288. CHECK_EQ(child_by_path, node2);
  289. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1_1->get_path());
  290. CHECK_EQ(child_by_path, node1_1);
  291. node1->set_name("Node1");
  292. node1_1->set_name("NestedNode");
  293. child_by_path = node1->get_node_or_null(NodePath("NestedNode"));
  294. CHECK_EQ(child_by_path, node1_1);
  295. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node1/NestedNode"));
  296. CHECK_EQ(child_by_path, node1_1);
  297. child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node1/NestedNode"));
  298. CHECK_EQ(child_by_path, node1_1);
  299. }
  300. SUBCASE("Nodes should be accessible via their groups") {
  301. List<Node *> nodes;
  302. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  303. CHECK(nodes.is_empty());
  304. SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
  305. CHECK(nodes.is_empty());
  306. node1->add_to_group("nodes");
  307. node2->add_to_group("other_nodes");
  308. node1_1->add_to_group("nodes");
  309. node1_1->add_to_group("other_nodes");
  310. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  311. CHECK_EQ(nodes.size(), 2);
  312. List<Node *>::Element *E = nodes.front();
  313. CHECK_EQ(E->get(), node1);
  314. E = E->next();
  315. CHECK_EQ(E->get(), node1_1);
  316. // Clear and try again with the other group.
  317. nodes.clear();
  318. SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
  319. CHECK_EQ(nodes.size(), 2);
  320. E = nodes.front();
  321. CHECK_EQ(E->get(), node1_1);
  322. E = E->next();
  323. CHECK_EQ(E->get(), node2);
  324. // Clear and try again with the other group and one node removed.
  325. nodes.clear();
  326. node1->remove_from_group("nodes");
  327. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  328. CHECK_EQ(nodes.size(), 1);
  329. E = nodes.front();
  330. CHECK_EQ(E->get(), node1_1);
  331. }
  332. SUBCASE("Nodes added as siblings of another node should be right next to it") {
  333. node1->remove_child(node1_1);
  334. node1->add_sibling(node1_1);
  335. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 3);
  336. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
  337. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
  338. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
  339. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
  340. }
  341. SUBCASE("Replaced nodes should be be removed and the replacing node added") {
  342. SceneTree::get_singleton()->get_root()->remove_child(node2);
  343. node1->replace_by(node2);
  344. CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
  345. CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
  346. CHECK_FALSE(node1->is_inside_tree());
  347. CHECK(node2->is_inside_tree());
  348. CHECK_EQ(node1->get_parent(), nullptr);
  349. CHECK_EQ(node2->get_parent(), SceneTree::get_singleton()->get_root());
  350. CHECK_EQ(node2->get_child_count(), 1);
  351. CHECK_EQ(node2->get_child(0), node1_1);
  352. }
  353. SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
  354. SceneTree::get_singleton()->get_root()->remove_child(node2);
  355. node1->add_to_group("nodes");
  356. node1->replace_by(node2, true);
  357. List<Node *> nodes;
  358. SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
  359. CHECK_EQ(nodes.size(), 1);
  360. List<Node *>::Element *E = nodes.front();
  361. CHECK_EQ(E->get(), node2);
  362. }
  363. SUBCASE("Duplicating a node should also duplicate the children") {
  364. node1->set_name("MyName1");
  365. node1_1->set_name("MyName1_1");
  366. Node *duplicate1 = node1->duplicate();
  367. CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
  368. Node *duplicate1_1 = duplicate1->get_child(0);
  369. CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
  370. CHECK_EQ(duplicate1->get_name(), node1->get_name());
  371. CHECK_EQ(duplicate1_1->get_name(), node1_1->get_name());
  372. CHECK_FALSE(duplicate1->is_inside_tree());
  373. CHECK_FALSE(duplicate1_1->is_inside_tree());
  374. memdelete(duplicate1_1);
  375. memdelete(duplicate1);
  376. }
  377. memdelete(node1_1);
  378. memdelete(node1);
  379. memdelete(node2);
  380. }
  381. TEST_CASE("[SceneTree][Node] Duplicating node with internal children") {
  382. GDREGISTER_CLASS(TestNode);
  383. TestNode *node = memnew(TestNode);
  384. Node *child = memnew(Node);
  385. child->set_name("Child");
  386. node->add_child(child);
  387. int child_count = node->get_child_count();
  388. Node *dup = node->duplicate();
  389. CHECK(dup->get_child_count() == child_count);
  390. CHECK(dup->has_node(String("Child")));
  391. memdelete(node);
  392. memdelete(dup);
  393. }
  394. TEST_CASE("[SceneTree][Node]Exported node checks") {
  395. TestNode *node = memnew(TestNode);
  396. SceneTree::get_singleton()->get_root()->add_child(node);
  397. Node *child = memnew(Node);
  398. child->set_name("Child");
  399. node->add_child(child);
  400. child->set_owner(node);
  401. Node *child2 = memnew(Node);
  402. child2->set_name("Child2");
  403. node->add_child(child2);
  404. child2->set_owner(node);
  405. Array children;
  406. children.append(child);
  407. node->set("exported_node", child);
  408. node->set("exported_nodes", children);
  409. SUBCASE("Property of duplicated node should point to duplicated child") {
  410. GDREGISTER_CLASS(TestNode);
  411. TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
  412. Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
  413. CHECK(new_exported == dup->get_child(0, false));
  414. memdelete(dup);
  415. }
  416. #ifdef TOOLS_ENABLED
  417. SUBCASE("Saving instance with exported nodes should not store the unchanged property") {
  418. Ref<PackedScene> ps;
  419. ps.instantiate();
  420. ps->pack(node);
  421. String scene_path = TestUtils::get_temp_path("test_scene.tscn");
  422. ps->set_path(scene_path);
  423. Node *root = memnew(Node);
  424. Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
  425. root->add_child(sub_child);
  426. sub_child->set_owner(root);
  427. Ref<PackedScene> ps2;
  428. ps2.instantiate();
  429. ps2->pack(root);
  430. scene_path = TestUtils::get_temp_path("new_test_scene.tscn");
  431. ResourceSaver::save(ps2, scene_path);
  432. memdelete(root);
  433. bool is_wrong = false;
  434. Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
  435. while (!fa->eof_reached()) {
  436. const String line = fa->get_line();
  437. if (line.begins_with("exported_node")) {
  438. // The property was saved, while it shouldn't.
  439. is_wrong = true;
  440. break;
  441. }
  442. }
  443. CHECK_FALSE(is_wrong);
  444. }
  445. SUBCASE("Saving instance with exported nodes should store property if changed") {
  446. Ref<PackedScene> ps;
  447. ps.instantiate();
  448. ps->pack(node);
  449. String scene_path = TestUtils::get_temp_path("test_scene.tscn");
  450. ps->set_path(scene_path);
  451. Node *root = memnew(Node);
  452. Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
  453. root->add_child(sub_child);
  454. sub_child->set_owner(root);
  455. sub_child->set("exported_node", sub_child->get_child(1, false));
  456. children = Array();
  457. children.append(sub_child->get_child(1, false));
  458. sub_child->set("exported_nodes", children);
  459. Ref<PackedScene> ps2;
  460. ps2.instantiate();
  461. ps2->pack(root);
  462. scene_path = TestUtils::get_temp_path("new_test_scene2.tscn");
  463. ResourceSaver::save(ps2, scene_path);
  464. memdelete(root);
  465. int stored_properties = 0;
  466. Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
  467. while (!fa->eof_reached()) {
  468. const String line = fa->get_line();
  469. if (line.begins_with("exported_node")) {
  470. stored_properties++;
  471. }
  472. }
  473. CHECK_EQ(stored_properties, 2);
  474. }
  475. #endif // TOOLS_ENABLED
  476. memdelete(node);
  477. }
  478. TEST_CASE("[Node] Processing checks") {
  479. Node *node = memnew(Node);
  480. SUBCASE("Processing") {
  481. CHECK_FALSE(node->is_processing());
  482. node->set_process(true);
  483. CHECK(node->is_processing());
  484. node->set_process(false);
  485. CHECK_FALSE(node->is_processing());
  486. }
  487. SUBCASE("Physics processing") {
  488. CHECK_FALSE(node->is_physics_processing());
  489. node->set_physics_process(true);
  490. CHECK(node->is_physics_processing());
  491. node->set_physics_process(false);
  492. CHECK_FALSE(node->is_physics_processing());
  493. }
  494. SUBCASE("Unhandled input processing") {
  495. CHECK_FALSE(node->is_processing_unhandled_input());
  496. node->set_process_unhandled_input(true);
  497. CHECK(node->is_processing_unhandled_input());
  498. node->set_process_unhandled_input(false);
  499. CHECK_FALSE(node->is_processing_unhandled_input());
  500. }
  501. SUBCASE("Input processing") {
  502. CHECK_FALSE(node->is_processing_input());
  503. node->set_process_input(true);
  504. CHECK(node->is_processing_input());
  505. node->set_process_input(false);
  506. CHECK_FALSE(node->is_processing_input());
  507. }
  508. SUBCASE("Unhandled key input processing") {
  509. CHECK_FALSE(node->is_processing_unhandled_key_input());
  510. node->set_process_unhandled_key_input(true);
  511. CHECK(node->is_processing_unhandled_key_input());
  512. node->set_process_unhandled_key_input(false);
  513. CHECK_FALSE(node->is_processing_unhandled_key_input());
  514. }
  515. SUBCASE("Shortcut input processing") {
  516. CHECK_FALSE(node->is_processing_shortcut_input());
  517. node->set_process_shortcut_input(true);
  518. CHECK(node->is_processing_shortcut_input());
  519. node->set_process_shortcut_input(false);
  520. CHECK_FALSE(node->is_processing_shortcut_input());
  521. }
  522. SUBCASE("Internal processing") {
  523. CHECK_FALSE(node->is_processing_internal());
  524. node->set_process_internal(true);
  525. CHECK(node->is_processing_internal());
  526. node->set_process_internal(false);
  527. CHECK_FALSE(node->is_processing_internal());
  528. }
  529. SUBCASE("Process priority") {
  530. CHECK_EQ(0, node->get_process_priority());
  531. node->set_process_priority(1);
  532. CHECK_EQ(1, node->get_process_priority());
  533. }
  534. SUBCASE("Physics process priority") {
  535. CHECK_EQ(0, node->get_physics_process_priority());
  536. node->set_physics_process_priority(1);
  537. CHECK_EQ(1, node->get_physics_process_priority());
  538. }
  539. memdelete(node);
  540. }
  541. TEST_CASE("[SceneTree][Node] Test the processing") {
  542. TestNode *node = memnew(TestNode);
  543. SceneTree::get_singleton()->get_root()->add_child(node);
  544. SUBCASE("No process") {
  545. CHECK_EQ(0, node->process_counter);
  546. CHECK_EQ(0, node->physics_process_counter);
  547. }
  548. SUBCASE("Process") {
  549. node->set_process(true);
  550. SceneTree::get_singleton()->process(0);
  551. CHECK_EQ(1, node->process_counter);
  552. CHECK_EQ(0, node->physics_process_counter);
  553. CHECK_EQ(0, node->internal_process_counter);
  554. CHECK_EQ(0, node->internal_physics_process_counter);
  555. }
  556. SUBCASE("Physics process") {
  557. node->set_physics_process(true);
  558. SceneTree::get_singleton()->physics_process(0);
  559. CHECK_EQ(0, node->process_counter);
  560. CHECK_EQ(1, node->physics_process_counter);
  561. CHECK_EQ(0, node->internal_process_counter);
  562. CHECK_EQ(0, node->internal_physics_process_counter);
  563. }
  564. SUBCASE("Normal and physics process") {
  565. node->set_process(true);
  566. node->set_physics_process(true);
  567. SceneTree::get_singleton()->process(0);
  568. SceneTree::get_singleton()->physics_process(0);
  569. CHECK_EQ(1, node->process_counter);
  570. CHECK_EQ(1, node->physics_process_counter);
  571. CHECK_EQ(0, node->internal_process_counter);
  572. CHECK_EQ(0, node->internal_physics_process_counter);
  573. }
  574. SUBCASE("Internal, normal and physics process") {
  575. node->set_process_internal(true);
  576. node->set_physics_process_internal(true);
  577. SceneTree::get_singleton()->process(0);
  578. SceneTree::get_singleton()->physics_process(0);
  579. CHECK_EQ(0, node->process_counter);
  580. CHECK_EQ(0, node->physics_process_counter);
  581. CHECK_EQ(1, node->internal_process_counter);
  582. CHECK_EQ(1, node->internal_physics_process_counter);
  583. }
  584. SUBCASE("All processing") {
  585. node->set_process(true);
  586. node->set_physics_process(true);
  587. node->set_process_internal(true);
  588. node->set_physics_process_internal(true);
  589. SceneTree::get_singleton()->process(0);
  590. SceneTree::get_singleton()->physics_process(0);
  591. CHECK_EQ(1, node->process_counter);
  592. CHECK_EQ(1, node->physics_process_counter);
  593. CHECK_EQ(1, node->internal_process_counter);
  594. CHECK_EQ(1, node->internal_physics_process_counter);
  595. }
  596. SUBCASE("All processing twice") {
  597. node->set_process(true);
  598. node->set_physics_process(true);
  599. node->set_process_internal(true);
  600. node->set_physics_process_internal(true);
  601. SceneTree::get_singleton()->process(0);
  602. SceneTree::get_singleton()->physics_process(0);
  603. SceneTree::get_singleton()->process(0);
  604. SceneTree::get_singleton()->physics_process(0);
  605. CHECK_EQ(2, node->process_counter);
  606. CHECK_EQ(2, node->physics_process_counter);
  607. CHECK_EQ(2, node->internal_process_counter);
  608. CHECK_EQ(2, node->internal_physics_process_counter);
  609. }
  610. SUBCASE("Enable and disable processing") {
  611. node->set_process(true);
  612. node->set_physics_process(true);
  613. node->set_process_internal(true);
  614. node->set_physics_process_internal(true);
  615. SceneTree::get_singleton()->process(0);
  616. SceneTree::get_singleton()->physics_process(0);
  617. node->set_process(false);
  618. node->set_physics_process(false);
  619. node->set_process_internal(false);
  620. node->set_physics_process_internal(false);
  621. SceneTree::get_singleton()->process(0);
  622. SceneTree::get_singleton()->physics_process(0);
  623. CHECK_EQ(1, node->process_counter);
  624. CHECK_EQ(1, node->physics_process_counter);
  625. CHECK_EQ(1, node->internal_process_counter);
  626. CHECK_EQ(1, node->internal_physics_process_counter);
  627. }
  628. memdelete(node);
  629. }
  630. TEST_CASE("[SceneTree][Node] Test the process priority") {
  631. List<Node *> process_order;
  632. TestNode *node = memnew(TestNode);
  633. node->callback_list = &process_order;
  634. SceneTree::get_singleton()->get_root()->add_child(node);
  635. TestNode *node2 = memnew(TestNode);
  636. node2->callback_list = &process_order;
  637. SceneTree::get_singleton()->get_root()->add_child(node2);
  638. TestNode *node3 = memnew(TestNode);
  639. node3->callback_list = &process_order;
  640. SceneTree::get_singleton()->get_root()->add_child(node3);
  641. TestNode *node4 = memnew(TestNode);
  642. node4->callback_list = &process_order;
  643. SceneTree::get_singleton()->get_root()->add_child(node4);
  644. SUBCASE("Process priority") {
  645. node->set_process(true);
  646. node->set_process_priority(20);
  647. node2->set_process(true);
  648. node2->set_process_priority(10);
  649. node3->set_process(true);
  650. node3->set_process_priority(40);
  651. node4->set_process(true);
  652. node4->set_process_priority(30);
  653. SceneTree::get_singleton()->process(0);
  654. CHECK_EQ(4, process_order.size());
  655. List<Node *>::Element *E = process_order.front();
  656. CHECK_EQ(E->get(), node2);
  657. E = E->next();
  658. CHECK_EQ(E->get(), node);
  659. E = E->next();
  660. CHECK_EQ(E->get(), node4);
  661. E = E->next();
  662. CHECK_EQ(E->get(), node3);
  663. }
  664. SUBCASE("Physics process priority") {
  665. node->set_physics_process(true);
  666. node->set_physics_process_priority(20);
  667. node2->set_physics_process(true);
  668. node2->set_physics_process_priority(10);
  669. node3->set_physics_process(true);
  670. node3->set_physics_process_priority(40);
  671. node4->set_physics_process(true);
  672. node4->set_physics_process_priority(30);
  673. SceneTree::get_singleton()->physics_process(0);
  674. CHECK_EQ(4, process_order.size());
  675. List<Node *>::Element *E = process_order.front();
  676. CHECK_EQ(E->get(), node2);
  677. E = E->next();
  678. CHECK_EQ(E->get(), node);
  679. E = E->next();
  680. CHECK_EQ(E->get(), node4);
  681. E = E->next();
  682. CHECK_EQ(E->get(), node3);
  683. }
  684. memdelete(node);
  685. memdelete(node2);
  686. memdelete(node3);
  687. memdelete(node4);
  688. }
  689. } // namespace TestNode