virtualx-engine/tests/scene/test_node.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

415 lines
13 KiB
C++

/**************************************************************************/
/* 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 "scene/main/node.h"
#include "tests/test_macros.h"
namespace TestNode {
TEST_CASE("[SceneTree][Node] Simple Add/Remove/Move/Find") {
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<Node *> 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<Node *>::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());
}
memdelete(node);
}
TEST_CASE("[SceneTree][Node] Nested Add/Remove/Move/Find") {
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") {
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 possible to find") {
Node *child = SceneTree::get_singleton()->get_root()->find_child("NestedNode", true, false);
CHECK_EQ(child, nullptr);
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);
// First node that matches with the name is node1.
child = SceneTree::get_singleton()->get_root()->find_child("Node?", true, false);
CHECK_EQ(child, node1);
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);
}
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<Node *> 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<Node *>::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);
}
memdelete(node1_1);
memdelete(node1);
memdelete(node2);
}
TEST_CASE("[Node] Processing") {
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());
}
memdelete(node);
}
} // namespace TestNode
#endif // TEST_NODE_H