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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/tests/scene/test_node.h
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/**************************************************************************/
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/* test_node.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/object/class_db.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#include "tests/test_macros.h"
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namespace TestNode {
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class TestNode : public Node {
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GDCLASS(TestNode, Node);
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protected:
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void _notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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internal_process_counter++;
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push_self();
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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internal_physics_process_counter++;
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push_self();
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} break;
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case NOTIFICATION_PROCESS: {
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process_counter++;
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push_self();
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} break;
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case NOTIFICATION_PHYSICS_PROCESS: {
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physics_process_counter++;
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push_self();
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} break;
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}
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}
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("set_exported_node", "node"), &TestNode::set_exported_node);
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ClassDB::bind_method(D_METHOD("get_exported_node"), &TestNode::get_exported_node);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "exported_node", PROPERTY_HINT_NODE_TYPE, "Node"), "set_exported_node", "get_exported_node");
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ClassDB::bind_method(D_METHOD("set_exported_nodes", "node"), &TestNode::set_exported_nodes);
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ClassDB::bind_method(D_METHOD("get_exported_nodes"), &TestNode::get_exported_nodes);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exported_nodes", PROPERTY_HINT_TYPE_STRING, "24/34:Node"), "set_exported_nodes", "get_exported_nodes");
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}
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private:
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void push_self() {
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if (callback_list) {
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callback_list->push_back(this);
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}
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}
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public:
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int internal_process_counter = 0;
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int internal_physics_process_counter = 0;
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int process_counter = 0;
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int physics_process_counter = 0;
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Node *exported_node = nullptr;
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Array exported_nodes;
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List<Node *> *callback_list = nullptr;
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void set_exported_node(Node *p_node) { exported_node = p_node; }
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Node *get_exported_node() const { return exported_node; }
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void set_exported_nodes(const Array &p_nodes) { exported_nodes = p_nodes; }
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Array get_exported_nodes() const { return exported_nodes; }
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TestNode() {
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Node *internal = memnew(Node);
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add_child(internal, false, INTERNAL_MODE_FRONT);
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internal = memnew(Node);
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add_child(internal, false, INTERNAL_MODE_BACK);
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}
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};
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TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") {
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Node *node = memnew(Node);
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// Check initial scene tree setup.
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
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// Check initial node setup.
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CHECK(node->get_name() == StringName());
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CHECK_FALSE(node->is_inside_tree());
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CHECK_EQ(node->get_parent(), nullptr);
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ERR_PRINT_OFF;
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CHECK(node->get_path().is_empty());
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ERR_PRINT_ON;
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CHECK_EQ(node->get_child_count(), 0);
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SceneTree::get_singleton()->get_root()->add_child(node);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
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CHECK(node->get_name() != StringName());
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CHECK(node->is_inside_tree());
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CHECK_EQ(SceneTree::get_singleton()->get_root(), node->get_parent());
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CHECK_FALSE(node->get_path().is_empty());
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CHECK_EQ(node->get_child_count(), 0);
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SUBCASE("Node should be accessible as first child") {
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Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child, node);
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}
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SUBCASE("Node should be accessible via the node path") {
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Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
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CHECK_EQ(child_by_path, node);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
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CHECK_EQ(child_by_path, nullptr);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
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CHECK_EQ(child_by_path, nullptr);
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node->set_name("Node");
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node->get_path());
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CHECK_EQ(child_by_path, node);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node"));
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CHECK_EQ(child_by_path, node);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node"));
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CHECK_EQ(child_by_path, node);
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}
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SUBCASE("Node should be accessible via group") {
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List<Node *> nodes;
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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CHECK(nodes.is_empty());
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node->add_to_group("nodes");
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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CHECK_EQ(nodes.size(), 1);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node);
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}
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SUBCASE("Node should be possible to find") {
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Node *child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
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CHECK_EQ(child, nullptr);
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node->set_name("Node");
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child = SceneTree::get_singleton()->get_root()->find_child("Node", true, false);
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CHECK_EQ(child, node);
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}
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SUBCASE("Node should be possible to remove") {
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SceneTree::get_singleton()->get_root()->remove_child(node);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 0);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 1);
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CHECK_FALSE(node->is_inside_tree());
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CHECK_EQ(node->get_parent(), nullptr);
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ERR_PRINT_OFF;
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CHECK(node->get_path().is_empty());
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ERR_PRINT_ON;
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}
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SUBCASE("Node should be possible to move") {
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SceneTree::get_singleton()->get_root()->move_child(node, 0);
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Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child, node);
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CHECK(node->is_inside_tree());
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}
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SUBCASE("Node should be possible to reparent") {
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node->reparent(SceneTree::get_singleton()->get_root());
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Node *child = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child, node);
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CHECK(node->is_inside_tree());
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}
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SUBCASE("Node should be possible to duplicate") {
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node->set_name("MyName");
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Node *duplicate = node->duplicate();
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CHECK_FALSE(node == duplicate);
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CHECK_FALSE(duplicate->is_inside_tree());
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CHECK_EQ(duplicate->get_name(), node->get_name());
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memdelete(duplicate);
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}
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memdelete(node);
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}
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TEST_CASE("[SceneTree][Node] Testing node operations with a more complex simple scene tree") {
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Node *node1 = memnew(Node);
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Node *node2 = memnew(Node);
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Node *node1_1 = memnew(Node);
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SceneTree::get_singleton()->get_root()->add_child(node1);
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SceneTree::get_singleton()->get_root()->add_child(node2);
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node1->add_child(node1_1);
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CHECK(node1_1->is_inside_tree());
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CHECK_EQ(node1_1->get_parent(), node1);
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CHECK_EQ(node1->get_child_count(), 1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
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SUBCASE("Nodes should be accessible via get_child(..)") {
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Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child1, node1);
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Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
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CHECK_EQ(child2, node2);
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Node *child1_1 = node1->get_child(0);
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CHECK_EQ(child1_1, node1_1);
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}
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SUBCASE("Removed nodes should also remove their children from the scene tree") {
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// Should also remove node1_1 from the scene tree.
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SceneTree::get_singleton()->get_root()->remove_child(node1);
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CHECK_EQ(node1->get_child_count(), 1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 2);
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// First child should now be the second node.
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Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child1, node2);
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}
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SUBCASE("Removed children nodes should not affect their parent in the scene tree") {
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node1->remove_child(node1_1);
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CHECK_EQ(node1_1->get_parent(), nullptr);
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CHECK_EQ(node1->get_child_count(), 0);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
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}
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SUBCASE("Nodes should be in the expected order when a node is moved to the back") {
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SceneTree::get_singleton()->get_root()->move_child(node1, 1);
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Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child1, node2);
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Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
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CHECK_EQ(child2, node1);
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}
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SUBCASE("Nodes should be in the expected order when a node is moved to the front") {
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SceneTree::get_singleton()->get_root()->move_child(node2, 0);
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Node *child1 = SceneTree::get_singleton()->get_root()->get_child(0);
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CHECK_EQ(child1, node2);
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Node *child2 = SceneTree::get_singleton()->get_root()->get_child(1);
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CHECK_EQ(child2, node1);
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}
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SUBCASE("Nodes should be in the expected order when reparented (remove/add)") {
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CHECK_EQ(node2->get_child_count(), 0);
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node1->remove_child(node1_1);
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CHECK_EQ(node1->get_child_count(), 0);
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CHECK_EQ(node1_1->get_parent(), nullptr);
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node2->add_child(node1_1);
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CHECK_EQ(node2->get_child_count(), 1);
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CHECK_EQ(node1_1->get_parent(), node2);
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Node *child = node2->get_child(0);
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CHECK_EQ(child, node1_1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
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}
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SUBCASE("Nodes should be in the expected order when reparented") {
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CHECK_EQ(node2->get_child_count(), 0);
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node1_1->reparent(node2);
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CHECK_EQ(node1->get_child_count(), 0);
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CHECK_EQ(node2->get_child_count(), 1);
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CHECK_EQ(node1_1->get_parent(), node2);
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Node *child = node2->get_child(0);
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CHECK_EQ(child, node1_1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 2);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
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}
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SUBCASE("Nodes should be possible to find") {
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Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
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CHECK_EQ(child, nullptr);
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TypedArray<Node> children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
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CHECK_EQ(children.size(), 0);
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node1->set_name("Node1");
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node2->set_name("Node2");
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node1_1->set_name("NestedNode");
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child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
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CHECK_EQ(child, node1_1);
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children = SceneTree::get_singleton()->get_root()->find_children("NestedNode", "", true, false);
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CHECK_EQ(children.size(), 1);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node1_1);
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// First node that matches with the name is node1.
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child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
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CHECK_EQ(child, node1);
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children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
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CHECK_EQ(children.size(), 2);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node1);
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CHECK_EQ(Object::cast_to<Node>(children[1]), node2);
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SceneTree::get_singleton()->get_root()->move_child(node2, 0);
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// It should be node2, as it is now the first one in the tree.
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child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
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CHECK_EQ(child, node2);
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children = SceneTree::get_singleton()->get_root()->find_children("Node?", "", true, false);
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CHECK_EQ(children.size(), 2);
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CHECK_EQ(Object::cast_to<Node>(children[0]), node2);
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CHECK_EQ(Object::cast_to<Node>(children[1]), node1);
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}
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SUBCASE("Nodes should be accessible via their node path") {
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Node *child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1->get_path());
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CHECK_EQ(child_by_path, node1);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node2->get_path());
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CHECK_EQ(child_by_path, node2);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(node1_1->get_path());
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CHECK_EQ(child_by_path, node1_1);
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node1->set_name("Node1");
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node1_1->set_name("NestedNode");
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child_by_path = node1->get_node_or_null(NodePath("NestedNode"));
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CHECK_EQ(child_by_path, node1_1);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("/root/Node1/NestedNode"));
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CHECK_EQ(child_by_path, node1_1);
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child_by_path = SceneTree::get_singleton()->get_root()->get_node_or_null(NodePath("Node1/NestedNode"));
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CHECK_EQ(child_by_path, node1_1);
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}
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SUBCASE("Nodes should be accessible via their groups") {
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List<Node *> nodes;
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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CHECK(nodes.is_empty());
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SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
402
CHECK(nodes.is_empty());
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404
node1->add_to_group("nodes");
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node2->add_to_group("other_nodes");
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node1_1->add_to_group("nodes");
407
node1_1->add_to_group("other_nodes");
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409
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
410
CHECK_EQ(nodes.size(), 2);
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412
List<Node *>::Element *E = nodes.front();
413
CHECK_EQ(E->get(), node1);
414
E = E->next();
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CHECK_EQ(E->get(), node1_1);
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// Clear and try again with the other group.
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nodes.clear();
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SceneTree::get_singleton()->get_nodes_in_group("other_nodes", &nodes);
421
CHECK_EQ(nodes.size(), 2);
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E = nodes.front();
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CHECK_EQ(E->get(), node1_1);
425
E = E->next();
426
CHECK_EQ(E->get(), node2);
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428
// Clear and try again with the other group and one node removed.
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nodes.clear();
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431
node1->remove_from_group("nodes");
432
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
433
CHECK_EQ(nodes.size(), 1);
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E = nodes.front();
436
CHECK_EQ(E->get(), node1_1);
437
}
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439
SUBCASE("Nodes added as siblings of another node should be right next to it") {
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node1->remove_child(node1_1);
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node1->add_sibling(node1_1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 3);
445
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
448
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
449
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
450
}
451
452
SUBCASE("Replaced nodes should be be removed and the replacing node added") {
453
SceneTree::get_singleton()->get_root()->remove_child(node2);
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455
node1->replace_by(node2);
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457
CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child_count(), 1);
458
CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 3);
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CHECK_FALSE(node1->is_inside_tree());
461
CHECK(node2->is_inside_tree());
462
463
CHECK_EQ(node1->get_parent(), nullptr);
464
CHECK_EQ(node2->get_parent(), SceneTree::get_singleton()->get_root());
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CHECK_EQ(node2->get_child_count(), 1);
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CHECK_EQ(node2->get_child(0), node1_1);
467
}
468
469
SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
470
SceneTree::get_singleton()->get_root()->remove_child(node2);
471
472
node1->add_to_group("nodes");
473
node1->replace_by(node2, true);
474
475
List<Node *> nodes;
476
SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
477
CHECK_EQ(nodes.size(), 1);
478
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List<Node *>::Element *E = nodes.front();
480
CHECK_EQ(E->get(), node2);
481
}
482
483
SUBCASE("Duplicating a node should also duplicate the children") {
484
node1->set_name("MyName1");
485
node1_1->set_name("MyName1_1");
486
Node *duplicate1 = node1->duplicate();
487
488
CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
489
Node *duplicate1_1 = duplicate1->get_child(0);
490
491
CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
492
493
CHECK_EQ(duplicate1->get_name(), node1->get_name());
494
CHECK_EQ(duplicate1_1->get_name(), node1_1->get_name());
495
496
CHECK_FALSE(duplicate1->is_inside_tree());
497
CHECK_FALSE(duplicate1_1->is_inside_tree());
498
499
memdelete(duplicate1_1);
500
memdelete(duplicate1);
501
}
502
503
memdelete(node1_1);
504
memdelete(node1);
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memdelete(node2);
506
}
507
508
TEST_CASE("[SceneTree][Node] Duplicating node with internal children") {
509
GDREGISTER_CLASS(TestNode);
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511
TestNode *node = memnew(TestNode);
512
Node *child = memnew(Node);
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child->set_name("Child");
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node->add_child(child);
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int child_count = node->get_child_count();
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Node *dup = node->duplicate();
519
CHECK(dup->get_child_count() == child_count);
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CHECK(dup->has_node(String("Child")));
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522
memdelete(node);
523
memdelete(dup);
524
}
525
526
TEST_CASE("[SceneTree][Node]Exported node checks") {
527
TestNode *node = memnew(TestNode);
528
SceneTree::get_singleton()->get_root()->add_child(node);
529
530
Node *child = memnew(Node);
531
child->set_name("Child");
532
node->add_child(child);
533
child->set_owner(node);
534
535
Node *child2 = memnew(Node);
536
child2->set_name("Child2");
537
node->add_child(child2);
538
child2->set_owner(node);
539
540
Array children;
541
children.append(child);
542
543
node->set("exported_node", child);
544
node->set("exported_nodes", children);
545
546
SUBCASE("Property of duplicated node should point to duplicated child") {
547
GDREGISTER_CLASS(TestNode);
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549
TestNode *dup = Object::cast_to<TestNode>(node->duplicate());
550
Node *new_exported = Object::cast_to<Node>(dup->get("exported_node"));
551
CHECK(new_exported == dup->get_child(0, false));
552
553
memdelete(dup);
554
}
555
556
#ifdef TOOLS_ENABLED
557
SUBCASE("Saving instance with exported nodes should not store the unchanged property") {
558
Ref<PackedScene> ps;
559
ps.instantiate();
560
ps->pack(node);
561
562
String scene_path = TestUtils::get_temp_path("test_scene.tscn");
563
ps->set_path(scene_path);
564
565
Node *root = memnew(Node);
566
567
Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
568
root->add_child(sub_child);
569
sub_child->set_owner(root);
570
571
Ref<PackedScene> ps2;
572
ps2.instantiate();
573
ps2->pack(root);
574
575
scene_path = TestUtils::get_temp_path("new_test_scene.tscn");
576
ResourceSaver::save(ps2, scene_path);
577
memdelete(root);
578
579
bool is_wrong = false;
580
Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
581
while (!fa->eof_reached()) {
582
const String line = fa->get_line();
583
if (line.begins_with("exported_node")) {
584
// The property was saved, while it shouldn't.
585
is_wrong = true;
586
break;
587
}
588
}
589
CHECK_FALSE(is_wrong);
590
}
591
592
SUBCASE("Saving instance with exported nodes should store property if changed") {
593
Ref<PackedScene> ps;
594
ps.instantiate();
595
ps->pack(node);
596
597
String scene_path = TestUtils::get_temp_path("test_scene.tscn");
598
ps->set_path(scene_path);
599
600
Node *root = memnew(Node);
601
602
Node *sub_child = ps->instantiate(PackedScene::GEN_EDIT_STATE_MAIN);
603
root->add_child(sub_child);
604
sub_child->set_owner(root);
605
606
sub_child->set("exported_node", sub_child->get_child(1, false));
607
608
children = Array();
609
children.append(sub_child->get_child(1, false));
610
sub_child->set("exported_nodes", children);
611
612
Ref<PackedScene> ps2;
613
ps2.instantiate();
614
ps2->pack(root);
615
616
scene_path = TestUtils::get_temp_path("new_test_scene2.tscn");
617
ResourceSaver::save(ps2, scene_path);
618
memdelete(root);
619
620
int stored_properties = 0;
621
Ref<FileAccess> fa = FileAccess::open(scene_path, FileAccess::READ);
622
while (!fa->eof_reached()) {
623
const String line = fa->get_line();
624
if (line.begins_with("exported_node")) {
625
stored_properties++;
626
}
627
}
628
CHECK_EQ(stored_properties, 2);
629
}
630
#endif // TOOLS_ENABLED
631
632
memdelete(node);
633
}
634
635
TEST_CASE("[Node] Processing checks") {
636
Node *node = memnew(Node);
637
638
SUBCASE("Processing") {
639
CHECK_FALSE(node->is_processing());
640
641
node->set_process(true);
642
643
CHECK(node->is_processing());
644
645
node->set_process(false);
646
647
CHECK_FALSE(node->is_processing());
648
}
649
650
SUBCASE("Physics processing") {
651
CHECK_FALSE(node->is_physics_processing());
652
653
node->set_physics_process(true);
654
655
CHECK(node->is_physics_processing());
656
657
node->set_physics_process(false);
658
659
CHECK_FALSE(node->is_physics_processing());
660
}
661
662
SUBCASE("Unhandled input processing") {
663
CHECK_FALSE(node->is_processing_unhandled_input());
664
665
node->set_process_unhandled_input(true);
666
667
CHECK(node->is_processing_unhandled_input());
668
669
node->set_process_unhandled_input(false);
670
671
CHECK_FALSE(node->is_processing_unhandled_input());
672
}
673
674
SUBCASE("Input processing") {
675
CHECK_FALSE(node->is_processing_input());
676
677
node->set_process_input(true);
678
679
CHECK(node->is_processing_input());
680
681
node->set_process_input(false);
682
683
CHECK_FALSE(node->is_processing_input());
684
}
685
686
SUBCASE("Unhandled key input processing") {
687
CHECK_FALSE(node->is_processing_unhandled_key_input());
688
689
node->set_process_unhandled_key_input(true);
690
691
CHECK(node->is_processing_unhandled_key_input());
692
693
node->set_process_unhandled_key_input(false);
694
695
CHECK_FALSE(node->is_processing_unhandled_key_input());
696
}
697
698
SUBCASE("Shortcut input processing") {
699
CHECK_FALSE(node->is_processing_shortcut_input());
700
701
node->set_process_shortcut_input(true);
702
703
CHECK(node->is_processing_shortcut_input());
704
705
node->set_process_shortcut_input(false);
706
707
CHECK_FALSE(node->is_processing_shortcut_input());
708
}
709
710
SUBCASE("Internal processing") {
711
CHECK_FALSE(node->is_processing_internal());
712
713
node->set_process_internal(true);
714
715
CHECK(node->is_processing_internal());
716
717
node->set_process_internal(false);
718
719
CHECK_FALSE(node->is_processing_internal());
720
}
721
722
SUBCASE("Process priority") {
723
CHECK_EQ(0, node->get_process_priority());
724
725
node->set_process_priority(1);
726
727
CHECK_EQ(1, node->get_process_priority());
728
}
729
730
SUBCASE("Physics process priority") {
731
CHECK_EQ(0, node->get_physics_process_priority());
732
733
node->set_physics_process_priority(1);
734
735
CHECK_EQ(1, node->get_physics_process_priority());
736
}
737
738
memdelete(node);
739
}
740
741
TEST_CASE("[SceneTree][Node] Test the processing") {
742
TestNode *node = memnew(TestNode);
743
SceneTree::get_singleton()->get_root()->add_child(node);
744
745
SUBCASE("No process") {
746
CHECK_EQ(0, node->process_counter);
747
CHECK_EQ(0, node->physics_process_counter);
748
}
749
750
SUBCASE("Process") {
751
node->set_process(true);
752
SceneTree::get_singleton()->process(0);
753
754
CHECK_EQ(1, node->process_counter);
755
CHECK_EQ(0, node->physics_process_counter);
756
CHECK_EQ(0, node->internal_process_counter);
757
CHECK_EQ(0, node->internal_physics_process_counter);
758
}
759
760
SUBCASE("Physics process") {
761
node->set_physics_process(true);
762
SceneTree::get_singleton()->physics_process(0);
763
764
CHECK_EQ(0, node->process_counter);
765
CHECK_EQ(1, node->physics_process_counter);
766
CHECK_EQ(0, node->internal_process_counter);
767
CHECK_EQ(0, node->internal_physics_process_counter);
768
}
769
770
SUBCASE("Normal and physics process") {
771
node->set_process(true);
772
node->set_physics_process(true);
773
SceneTree::get_singleton()->process(0);
774
SceneTree::get_singleton()->physics_process(0);
775
776
CHECK_EQ(1, node->process_counter);
777
CHECK_EQ(1, node->physics_process_counter);
778
CHECK_EQ(0, node->internal_process_counter);
779
CHECK_EQ(0, node->internal_physics_process_counter);
780
}
781
782
SUBCASE("Internal, normal and physics process") {
783
node->set_process_internal(true);
784
node->set_physics_process_internal(true);
785
SceneTree::get_singleton()->process(0);
786
SceneTree::get_singleton()->physics_process(0);
787
788
CHECK_EQ(0, node->process_counter);
789
CHECK_EQ(0, node->physics_process_counter);
790
CHECK_EQ(1, node->internal_process_counter);
791
CHECK_EQ(1, node->internal_physics_process_counter);
792
}
793
794
SUBCASE("All processing") {
795
node->set_process(true);
796
node->set_physics_process(true);
797
node->set_process_internal(true);
798
node->set_physics_process_internal(true);
799
SceneTree::get_singleton()->process(0);
800
SceneTree::get_singleton()->physics_process(0);
801
802
CHECK_EQ(1, node->process_counter);
803
CHECK_EQ(1, node->physics_process_counter);
804
CHECK_EQ(1, node->internal_process_counter);
805
CHECK_EQ(1, node->internal_physics_process_counter);
806
}
807
808
SUBCASE("All processing twice") {
809
node->set_process(true);
810
node->set_physics_process(true);
811
node->set_process_internal(true);
812
node->set_physics_process_internal(true);
813
SceneTree::get_singleton()->process(0);
814
SceneTree::get_singleton()->physics_process(0);
815
SceneTree::get_singleton()->process(0);
816
SceneTree::get_singleton()->physics_process(0);
817
818
CHECK_EQ(2, node->process_counter);
819
CHECK_EQ(2, node->physics_process_counter);
820
CHECK_EQ(2, node->internal_process_counter);
821
CHECK_EQ(2, node->internal_physics_process_counter);
822
}
823
824
SUBCASE("Enable and disable processing") {
825
node->set_process(true);
826
node->set_physics_process(true);
827
node->set_process_internal(true);
828
node->set_physics_process_internal(true);
829
SceneTree::get_singleton()->process(0);
830
SceneTree::get_singleton()->physics_process(0);
831
832
node->set_process(false);
833
node->set_physics_process(false);
834
node->set_process_internal(false);
835
node->set_physics_process_internal(false);
836
SceneTree::get_singleton()->process(0);
837
SceneTree::get_singleton()->physics_process(0);
838
839
CHECK_EQ(1, node->process_counter);
840
CHECK_EQ(1, node->physics_process_counter);
841
CHECK_EQ(1, node->internal_process_counter);
842
CHECK_EQ(1, node->internal_physics_process_counter);
843
}
844
845
memdelete(node);
846
}
847
848
TEST_CASE("[SceneTree][Node] Test the process priority") {
849
List<Node *> process_order;
850
851
TestNode *node = memnew(TestNode);
852
node->callback_list = &process_order;
853
SceneTree::get_singleton()->get_root()->add_child(node);
854
855
TestNode *node2 = memnew(TestNode);
856
node2->callback_list = &process_order;
857
SceneTree::get_singleton()->get_root()->add_child(node2);
858
859
TestNode *node3 = memnew(TestNode);
860
node3->callback_list = &process_order;
861
SceneTree::get_singleton()->get_root()->add_child(node3);
862
863
TestNode *node4 = memnew(TestNode);
864
node4->callback_list = &process_order;
865
SceneTree::get_singleton()->get_root()->add_child(node4);
866
867
SUBCASE("Process priority") {
868
node->set_process(true);
869
node->set_process_priority(20);
870
node2->set_process(true);
871
node2->set_process_priority(10);
872
node3->set_process(true);
873
node3->set_process_priority(40);
874
node4->set_process(true);
875
node4->set_process_priority(30);
876
877
SceneTree::get_singleton()->process(0);
878
879
CHECK_EQ(4, process_order.size());
880
List<Node *>::Element *E = process_order.front();
881
CHECK_EQ(E->get(), node2);
882
E = E->next();
883
CHECK_EQ(E->get(), node);
884
E = E->next();
885
CHECK_EQ(E->get(), node4);
886
E = E->next();
887
CHECK_EQ(E->get(), node3);
888
}
889
890
SUBCASE("Physics process priority") {
891
node->set_physics_process(true);
892
node->set_physics_process_priority(20);
893
node2->set_physics_process(true);
894
node2->set_physics_process_priority(10);
895
node3->set_physics_process(true);
896
node3->set_physics_process_priority(40);
897
node4->set_physics_process(true);
898
node4->set_physics_process_priority(30);
899
900
SceneTree::get_singleton()->physics_process(0);
901
902
CHECK_EQ(4, process_order.size());
903
List<Node *>::Element *E = process_order.front();
904
CHECK_EQ(E->get(), node2);
905
E = E->next();
906
CHECK_EQ(E->get(), node);
907
E = E->next();
908
CHECK_EQ(E->get(), node4);
909
E = E->next();
910
CHECK_EQ(E->get(), node3);
911
}
912
913
memdelete(node);
914
memdelete(node2);
915
memdelete(node3);
916
memdelete(node4);
917
}
918
919
} // namespace TestNode
920
921