diff options
Diffstat (limited to 'tests/scene')
-rw-r--r-- | tests/scene/test_node.h | 415 | ||||
-rw-r--r-- | tests/scene/test_visual_shader.h | 151 |
2 files changed, 566 insertions, 0 deletions
diff --git a/tests/scene/test_node.h b/tests/scene/test_node.h new file mode 100644 index 0000000000..68ec41f07a --- /dev/null +++ b/tests/scene/test_node.h @@ -0,0 +1,415 @@ +/*************************************************************************/ +/* test_node.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 diff --git a/tests/scene/test_visual_shader.h b/tests/scene/test_visual_shader.h new file mode 100644 index 0000000000..457f9ad6ac --- /dev/null +++ b/tests/scene/test_visual_shader.h @@ -0,0 +1,151 @@ +/*************************************************************************/ +/* test_visual_shader.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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_VISUAL_SHADER_H +#define TEST_VISUAL_SHADER_H + +#include "scene/resources/visual_shader.h" + +#include "tests/test_macros.h" + +namespace TestVisualArray { + +TEST_CASE("[SceneTree][VisualShader] Object creation and parameter") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + CHECK(vs->get_mode() == Shader::MODE_SPATIAL); + + for (int i = 1; i < Shader::MODE_MAX; i++) { + vs->set_mode((Shader::Mode)i); + CHECK(vs->get_mode() == i); + } +} + +TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") { + SUBCASE("Testing Node Creation") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + } + + ERR_PRINT_OFF; + + // Testing for Invalid entries. + Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput); + Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput); + CHECK(vsn6.is_valid()); + CHECK(vsn5.is_valid()); + + vs->add_node(VisualShader::TYPE_SKY, vsn5, Vector2(1, 10), 0); + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 0) == vsn6); + vs->add_node(VisualShader::TYPE_MAX, vsn6, Vector2(1, 10), 7); + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 7) == vsn6); + + ERR_PRINT_ON; + } + + SUBCASE("Testing VisualShaderNode position getter and setter") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + Ref<VisualShaderNode> vsn1 = memnew(VisualShaderNodeInput); + CHECK(vsn1.is_valid()); + vs->add_node(VisualShader::TYPE_COLLIDE, vsn1, Vector2(0, 0), 3); + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(0, 0)); + vs->set_node_position(VisualShader::TYPE_COLLIDE, 3, Vector2(1, 1)); + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(1, 1)); + + Ref<VisualShaderNode> vsn2 = memnew(VisualShaderNodeInput); + CHECK(vsn2.is_valid()); + vs->add_node(VisualShader::TYPE_FOG, vsn2, Vector2(1, 2), 4); + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(1, 2)); + vs->set_node_position(VisualShader::TYPE_FOG, 4, Vector2(2, 2)); + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(2, 2)); + } + + SUBCASE("Testing VisualShaderNode ID") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_valid_node_id(VisualShader::Type(i)) - 1 == i + 2); + } + } + + SUBCASE("Testing remove and replace VisualShaderNode") { + Ref<VisualShader> vs = memnew(VisualShader); + CHECK(vs.is_valid()); + + ERR_PRINT_OFF; + + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); + CHECK(vsn.is_valid()); + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + vs->remove_node(VisualShader::Type(i), i + 2); + CHECK_FALSE(vs->get_node(VisualShader::Type(i), i + 2) == vsn); + } + + ERR_PRINT_ON; + } +} + +TEST_CASE("[SceneTree][VisualShader] Testing Varyings") { + Ref<VisualShader> vs = memnew(VisualShader); + + vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM); + CHECK(vs->has_varying("Test1") == true); + + vs->add_varying("Test2", VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT, VisualShader::VARYING_TYPE_VECTOR_2D); + CHECK(vs->has_varying("Test2")); + + CHECK_FALSE(vs->has_varying("Does_not_exits")); + ERR_PRINT_OFF; + vs->add_varying("Test3", VisualShader::VARYING_MODE_MAX, VisualShader::VARYING_TYPE_INT); + CHECK_FALSE(vs->has_varying("Test3")); + + vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX); + CHECK_FALSE(vs->has_varying("Test4")); + ERR_PRINT_ON; +} + +} //namespace TestVisualArray + +#endif // TEST_VISUAL_SHADER_H |