/**************************************************************************/
/*  test_node.h                                                           */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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] 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<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());
	}

	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<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);
	}

	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<Node *> 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(), 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