/**************************************************************************/ /* 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] 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); 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 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("[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