godot/tests/scene/test_packed_scene.h

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/**************************************************************************/
/* test_packed_scene.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. */
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/**************************************************************************/
#ifndef TEST_PACKED_SCENE_H
#define TEST_PACKED_SCENE_H
#include "scene/resources/packed_scene.h"
#include "tests/test_macros.h"
namespace TestPackedScene {
TEST_CASE("[PackedScene] Pack Scene and Retrieve State") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
const Error err = packed_scene.pack(scene);
CHECK(err == OK);
// Retrieve the packed state.
Ref<SceneState> state = packed_scene.get_state();
CHECK(state.is_valid());
CHECK(state->get_node_count() == 1);
CHECK(state->get_node_name(0) == "TestScene");
memdelete(scene);
}
TEST_CASE("[PackedScene] Clear Packed Scene") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Clear the packed scene.
packed_scene.clear();
// Check if it has been cleared.
Ref<SceneState> state = packed_scene.get_state();
CHECK_FALSE(state->get_node_count() == 1);
memdelete(scene);
}
TEST_CASE("[PackedScene] Can Instantiate Packed Scene") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Check if the packed scene can be instantiated.
const bool can_instantiate = packed_scene.can_instantiate();
CHECK(can_instantiate == true);
memdelete(scene);
}
TEST_CASE("[PackedScene] Instantiate Packed Scene") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Instantiate the packed scene.
Node *instance = packed_scene.instantiate();
CHECK(instance != nullptr);
CHECK(instance->get_name() == "TestScene");
memdelete(scene);
memdelete(instance);
}
TEST_CASE("[PackedScene] Instantiate Packed Scene With Children") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Add persisting child nodes to the scene.
Node *child1 = memnew(Node);
child1->set_name("Child1");
scene->add_child(child1);
child1->set_owner(scene);
Node *child2 = memnew(Node);
child2->set_name("Child2");
scene->add_child(child2);
child2->set_owner(scene);
// Add non persisting child node to the scene.
Node *child3 = memnew(Node);
child3->set_name("Child3");
scene->add_child(child3);
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Instantiate the packed scene.
Node *instance = packed_scene.instantiate();
CHECK(instance != nullptr);
CHECK(instance->get_name() == "TestScene");
// Validate the child nodes of the instantiated scene.
CHECK(instance->get_child_count() == 2);
CHECK(instance->get_child(0)->get_name() == "Child1");
CHECK(instance->get_child(1)->get_name() == "Child2");
CHECK(instance->get_child(0)->get_owner() == instance);
CHECK(instance->get_child(1)->get_owner() == instance);
memdelete(scene);
memdelete(instance);
}
TEST_CASE("[PackedScene] Set Path") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Set a new path for the packed scene.
const String new_path = "NewTestPath";
packed_scene.set_path(new_path);
// Check if the path has been set correctly.
Ref<SceneState> state = packed_scene.get_state();
CHECK(state.is_valid());
CHECK(state->get_path() == new_path);
memdelete(scene);
}
TEST_CASE("[PackedScene] Replace State") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Create another scene state to replace with.
Ref<SceneState> new_state = memnew(SceneState);
new_state->set_path("NewPath");
// Replace the state.
packed_scene.replace_state(new_state);
// Check if the state has been replaced.
Ref<SceneState> state = packed_scene.get_state();
CHECK(state.is_valid());
CHECK(state == new_state);
memdelete(scene);
}
TEST_CASE("[PackedScene] Recreate State") {
// Create a scene to pack.
Node *scene = memnew(Node);
scene->set_name("TestScene");
// Pack the scene.
PackedScene packed_scene;
packed_scene.pack(scene);
// Recreate the state.
packed_scene.recreate_state();
// Check if the state has been recreated.
Ref<SceneState> state = packed_scene.get_state();
CHECK(state.is_valid());
CHECK(state->get_node_count() == 0); // Since the state was recreated, it should be empty.
memdelete(scene);
}
} // namespace TestPackedScene
#endif // TEST_PACKED_SCENE_H