/**************************************************************************/ /* 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. */ /* 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_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 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] Signals Preserved when Packing Scene") { // Create main scene // root // `- sub_node (local) // `- sub_scene (instance of another scene) // `- sub_scene_node (owned by sub_scene) Node *main_scene_root = memnew(Node); Node *sub_node = memnew(Node); Node *sub_scene_root = memnew(Node); Node *sub_scene_node = memnew(Node); main_scene_root->add_child(sub_node); sub_node->set_owner(main_scene_root); sub_scene_root->add_child(sub_scene_node); sub_scene_node->set_owner(sub_scene_root); main_scene_root->add_child(sub_scene_root); sub_scene_root->set_owner(main_scene_root); SUBCASE("Signals that should be saved") { int main_flags = Object::CONNECT_PERSIST; // sub node to a node in main scene sub_node->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags); // subscene root to a node in main scene sub_scene_root->connect("ready", callable_mp(main_scene_root, &Node::is_ready), main_flags); //subscene root to subscene root (connected within main scene) sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), main_flags); // Pack the scene. Ref packed_scene; packed_scene.instantiate(); const Error err = packed_scene->pack(main_scene_root); CHECK(err == OK); // Make sure the right connections are in packed scene. Ref state = packed_scene->get_state(); CHECK_EQ(state->get_connection_count(), 3); } SUBCASE("Signals that should not be saved") { int subscene_flags = Object::CONNECT_PERSIST | Object::CONNECT_INHERITED; // subscene node to itself sub_scene_node->connect("ready", callable_mp(sub_scene_node, &Node::is_ready), subscene_flags); // subscene node to subscene root sub_scene_node->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags); //subscene root to subscene root (connected within sub scene) sub_scene_root->connect("ready", callable_mp(sub_scene_root, &Node::is_ready), subscene_flags); // Pack the scene. Ref packed_scene; packed_scene.instantiate(); const Error err = packed_scene->pack(main_scene_root); CHECK(err == OK); // Make sure the right connections are in packed scene. Ref state = packed_scene->get_state(); CHECK_EQ(state->get_connection_count(), 0); } memdelete(main_scene_root); } 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 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 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 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 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 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