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 */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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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] 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<PackedScene> 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<SceneState> 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<PackedScene> 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<SceneState> 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<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