godot/tests/scene/test_packed_scene.h
Rémi Verschelde 2153a60425
Revert "Avoid duplicating signals from scene instances into packed scenes"
This partially reverts commit 8a42e3d3ef.

Comment improvements and the test case were kept, with one part commented out.
2024-12-10 10:42:58 +01:00

287 lines
9.1 KiB
C++

/**************************************************************************/
/* 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<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);
}
/*
// FIXME: This subcase requires GH-48064 to be fixed.
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