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