Add initial tests for Node

- Test simple and complex cases for:
-> add, remove, move, get, find, count, is_inside_tree
-> name, nodepath
-> verify the scene tree
- Simple tests for the processing setup
This commit is contained in:
Marius Hanl 2022-12-16 16:37:16 +01:00
parent 61c7b7fb13
commit eec42f1aab
2 changed files with 416 additions and 0 deletions

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tests/scene/test_node.h Normal file
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/*************************************************************************/
/* 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.*/
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/*************************************************************************/
#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

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#include "tests/scene/test_code_edit.h"
#include "tests/scene/test_curve.h"
#include "tests/scene/test_gradient.h"
#include "tests/scene/test_node.h"
#include "tests/scene/test_path_2d.h"
#include "tests/scene/test_path_3d.h"
#include "tests/scene/test_primitives.h"