cce100a840
Fix recursive `Node.find_children`
767 lines
24 KiB
C++
767 lines
24 KiB
C++
/**************************************************************************/
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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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#ifndef TEST_NODE_H
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#define TEST_NODE_H
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#include "scene/main/node.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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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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List<Node *> *callback_list = nullptr;
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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);
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CHECK(nodes.is_empty());
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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");
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node1_1->add_to_group("other_nodes");
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SceneTree::get_singleton()->get_nodes_in_group("nodes", &nodes);
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CHECK_EQ(nodes.size(), 2);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node1);
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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);
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CHECK_EQ(nodes.size(), 2);
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E = nodes.front();
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CHECK_EQ(E->get(), node1_1);
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E = E->next();
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CHECK_EQ(E->get(), node2);
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// Clear and try again with the other group and one node removed.
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nodes.clear();
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node1->remove_from_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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E = nodes.front();
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CHECK_EQ(E->get(), node1_1);
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}
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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);
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CHECK_EQ(SceneTree::get_singleton()->get_node_count(), 4);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(0), node1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(1), node1_1);
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CHECK_EQ(SceneTree::get_singleton()->get_root()->get_child(2), node2);
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}
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SUBCASE("Replaced nodes should be be removed and the replacing node added") {
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SceneTree::get_singleton()->get_root()->remove_child(node2);
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node1->replace_by(node2);
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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(), 3);
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CHECK_FALSE(node1->is_inside_tree());
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CHECK(node2->is_inside_tree());
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CHECK_EQ(node1->get_parent(), nullptr);
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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);
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}
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SUBCASE("Replacing nodes should keep the groups of the replaced nodes") {
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SceneTree::get_singleton()->get_root()->remove_child(node2);
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node1->add_to_group("nodes");
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node1->replace_by(node2, true);
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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_EQ(nodes.size(), 1);
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List<Node *>::Element *E = nodes.front();
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CHECK_EQ(E->get(), node2);
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}
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SUBCASE("Duplicating a node should also duplicate the children") {
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node1->set_name("MyName1");
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node1_1->set_name("MyName1_1");
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Node *duplicate1 = node1->duplicate();
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CHECK_EQ(duplicate1->get_child_count(), node1->get_child_count());
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Node *duplicate1_1 = duplicate1->get_child(0);
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CHECK_EQ(duplicate1_1->get_child_count(), node1_1->get_child_count());
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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("[Node] Processing checks") {
|
|
Node *node = memnew(Node);
|
|
|
|
SUBCASE("Processing") {
|
|
CHECK_FALSE(node->is_processing());
|
|
|
|
node->set_process(true);
|
|
|
|
CHECK(node->is_processing());
|
|
|
|
node->set_process(false);
|
|
|
|
CHECK_FALSE(node->is_processing());
|
|
}
|
|
|
|
SUBCASE("Physics processing") {
|
|
CHECK_FALSE(node->is_physics_processing());
|
|
|
|
node->set_physics_process(true);
|
|
|
|
CHECK(node->is_physics_processing());
|
|
|
|
node->set_physics_process(false);
|
|
|
|
CHECK_FALSE(node->is_physics_processing());
|
|
}
|
|
|
|
SUBCASE("Unhandled input processing") {
|
|
CHECK_FALSE(node->is_processing_unhandled_input());
|
|
|
|
node->set_process_unhandled_input(true);
|
|
|
|
CHECK(node->is_processing_unhandled_input());
|
|
|
|
node->set_process_unhandled_input(false);
|
|
|
|
CHECK_FALSE(node->is_processing_unhandled_input());
|
|
}
|
|
|
|
SUBCASE("Input processing") {
|
|
CHECK_FALSE(node->is_processing_input());
|
|
|
|
node->set_process_input(true);
|
|
|
|
CHECK(node->is_processing_input());
|
|
|
|
node->set_process_input(false);
|
|
|
|
CHECK_FALSE(node->is_processing_input());
|
|
}
|
|
|
|
SUBCASE("Unhandled key input processing") {
|
|
CHECK_FALSE(node->is_processing_unhandled_key_input());
|
|
|
|
node->set_process_unhandled_key_input(true);
|
|
|
|
CHECK(node->is_processing_unhandled_key_input());
|
|
|
|
node->set_process_unhandled_key_input(false);
|
|
|
|
CHECK_FALSE(node->is_processing_unhandled_key_input());
|
|
}
|
|
|
|
SUBCASE("Shortcut input processing") {
|
|
CHECK_FALSE(node->is_processing_shortcut_input());
|
|
|
|
node->set_process_shortcut_input(true);
|
|
|
|
CHECK(node->is_processing_shortcut_input());
|
|
|
|
node->set_process_shortcut_input(false);
|
|
|
|
CHECK_FALSE(node->is_processing_shortcut_input());
|
|
}
|
|
|
|
SUBCASE("Internal processing") {
|
|
CHECK_FALSE(node->is_processing_internal());
|
|
|
|
node->set_process_internal(true);
|
|
|
|
CHECK(node->is_processing_internal());
|
|
|
|
node->set_process_internal(false);
|
|
|
|
CHECK_FALSE(node->is_processing_internal());
|
|
}
|
|
|
|
SUBCASE("Process priority") {
|
|
CHECK_EQ(0, node->get_process_priority());
|
|
|
|
node->set_process_priority(1);
|
|
|
|
CHECK_EQ(1, node->get_process_priority());
|
|
}
|
|
|
|
SUBCASE("Physics process priority") {
|
|
CHECK_EQ(0, node->get_physics_process_priority());
|
|
|
|
node->set_physics_process_priority(1);
|
|
|
|
CHECK_EQ(1, node->get_physics_process_priority());
|
|
}
|
|
|
|
memdelete(node);
|
|
}
|
|
|
|
TEST_CASE("[SceneTree][Node] Test the processing") {
|
|
TestNode *node = memnew(TestNode);
|
|
SceneTree::get_singleton()->get_root()->add_child(node);
|
|
|
|
SUBCASE("No process") {
|
|
CHECK_EQ(0, node->process_counter);
|
|
CHECK_EQ(0, node->physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("Process") {
|
|
node->set_process(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
|
|
CHECK_EQ(1, node->process_counter);
|
|
CHECK_EQ(0, node->physics_process_counter);
|
|
CHECK_EQ(0, node->internal_process_counter);
|
|
CHECK_EQ(0, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("Physics process") {
|
|
node->set_physics_process(true);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(0, node->process_counter);
|
|
CHECK_EQ(1, node->physics_process_counter);
|
|
CHECK_EQ(0, node->internal_process_counter);
|
|
CHECK_EQ(0, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("Normal and physics process") {
|
|
node->set_process(true);
|
|
node->set_physics_process(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(1, node->process_counter);
|
|
CHECK_EQ(1, node->physics_process_counter);
|
|
CHECK_EQ(0, node->internal_process_counter);
|
|
CHECK_EQ(0, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("Internal, normal and physics process") {
|
|
node->set_process_internal(true);
|
|
node->set_physics_process_internal(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(0, node->process_counter);
|
|
CHECK_EQ(0, node->physics_process_counter);
|
|
CHECK_EQ(1, node->internal_process_counter);
|
|
CHECK_EQ(1, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("All processing") {
|
|
node->set_process(true);
|
|
node->set_physics_process(true);
|
|
node->set_process_internal(true);
|
|
node->set_physics_process_internal(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(1, node->process_counter);
|
|
CHECK_EQ(1, node->physics_process_counter);
|
|
CHECK_EQ(1, node->internal_process_counter);
|
|
CHECK_EQ(1, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("All processing twice") {
|
|
node->set_process(true);
|
|
node->set_physics_process(true);
|
|
node->set_process_internal(true);
|
|
node->set_physics_process_internal(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(2, node->process_counter);
|
|
CHECK_EQ(2, node->physics_process_counter);
|
|
CHECK_EQ(2, node->internal_process_counter);
|
|
CHECK_EQ(2, node->internal_physics_process_counter);
|
|
}
|
|
|
|
SUBCASE("Enable and disable processing") {
|
|
node->set_process(true);
|
|
node->set_physics_process(true);
|
|
node->set_process_internal(true);
|
|
node->set_physics_process_internal(true);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
node->set_process(false);
|
|
node->set_physics_process(false);
|
|
node->set_process_internal(false);
|
|
node->set_physics_process_internal(false);
|
|
SceneTree::get_singleton()->process(0);
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(1, node->process_counter);
|
|
CHECK_EQ(1, node->physics_process_counter);
|
|
CHECK_EQ(1, node->internal_process_counter);
|
|
CHECK_EQ(1, node->internal_physics_process_counter);
|
|
}
|
|
|
|
memdelete(node);
|
|
}
|
|
|
|
TEST_CASE("[SceneTree][Node] Test the process priority") {
|
|
List<Node *> process_order;
|
|
|
|
TestNode *node = memnew(TestNode);
|
|
node->callback_list = &process_order;
|
|
SceneTree::get_singleton()->get_root()->add_child(node);
|
|
|
|
TestNode *node2 = memnew(TestNode);
|
|
node2->callback_list = &process_order;
|
|
SceneTree::get_singleton()->get_root()->add_child(node2);
|
|
|
|
TestNode *node3 = memnew(TestNode);
|
|
node3->callback_list = &process_order;
|
|
SceneTree::get_singleton()->get_root()->add_child(node3);
|
|
|
|
TestNode *node4 = memnew(TestNode);
|
|
node4->callback_list = &process_order;
|
|
SceneTree::get_singleton()->get_root()->add_child(node4);
|
|
|
|
SUBCASE("Process priority") {
|
|
node->set_process(true);
|
|
node->set_process_priority(20);
|
|
node2->set_process(true);
|
|
node2->set_process_priority(10);
|
|
node3->set_process(true);
|
|
node3->set_process_priority(40);
|
|
node4->set_process(true);
|
|
node4->set_process_priority(30);
|
|
|
|
SceneTree::get_singleton()->process(0);
|
|
|
|
CHECK_EQ(4, process_order.size());
|
|
List<Node *>::Element *E = process_order.front();
|
|
CHECK_EQ(E->get(), node2);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node4);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node3);
|
|
}
|
|
|
|
SUBCASE("Physics process priority") {
|
|
node->set_physics_process(true);
|
|
node->set_physics_process_priority(20);
|
|
node2->set_physics_process(true);
|
|
node2->set_physics_process_priority(10);
|
|
node3->set_physics_process(true);
|
|
node3->set_physics_process_priority(40);
|
|
node4->set_physics_process(true);
|
|
node4->set_physics_process_priority(30);
|
|
|
|
SceneTree::get_singleton()->physics_process(0);
|
|
|
|
CHECK_EQ(4, process_order.size());
|
|
List<Node *>::Element *E = process_order.front();
|
|
CHECK_EQ(E->get(), node2);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node4);
|
|
E = E->next();
|
|
CHECK_EQ(E->get(), node3);
|
|
}
|
|
|
|
memdelete(node);
|
|
memdelete(node2);
|
|
memdelete(node3);
|
|
memdelete(node4);
|
|
}
|
|
|
|
} // namespace TestNode
|
|
|
|
#endif // TEST_NODE_H
|