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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
93 lines
4.0 KiB
C++
93 lines
4.0 KiB
C++
/*************************************************************************/
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/* test_object.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEST_OBJECT_H
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#define TEST_OBJECT_H
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#include "core/object/object.h"
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#include "thirdparty/doctest/doctest.h"
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namespace TestObject {
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TEST_CASE("[Object] Core getters") {
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Object object;
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CHECK_MESSAGE(
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object.is_class("Object"),
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"is_class() should return the expected value.");
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CHECK_MESSAGE(
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object.get_class() == "Object",
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"The returned class should match the expected value.");
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CHECK_MESSAGE(
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object.get_class_name() == "Object",
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"The returned class name should match the expected value.");
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CHECK_MESSAGE(
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object.get_class_static() == "Object",
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"The returned static class should match the expected value.");
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CHECK_MESSAGE(
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object.get_save_class() == "Object",
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"The returned save class should match the expected value.");
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}
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TEST_CASE("[Object] Metadata") {
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const String meta_path = "hello/world complex métadata\n\n\t\tpath";
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Object object;
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object.set_meta(meta_path, Color(0, 1, 0));
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CHECK_MESSAGE(
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Color(object.get_meta(meta_path)).is_equal_approx(Color(0, 1, 0)),
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"The returned object metadata after setting should match the expected value.");
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List<String> meta_list;
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object.get_meta_list(&meta_list);
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CHECK_MESSAGE(
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meta_list.size() == 1,
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"The metadata list should only contain 1 item after adding one metadata item.");
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object.remove_meta(meta_path);
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// Also try removing nonexistent metadata (it should do nothing, without printing an error message).
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object.remove_meta("I don't exist");
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ERR_PRINT_OFF;
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CHECK_MESSAGE(
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object.get_meta(meta_path) == Variant(),
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"The returned object metadata after removing should match the expected value.");
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ERR_PRINT_ON;
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List<String> meta_list2;
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object.get_meta_list(&meta_list2);
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CHECK_MESSAGE(
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meta_list2.size() == 0,
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"The metadata list should contain 0 items after removing all metadata items.");
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}
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} // namespace TestObject
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#endif // TEST_OBJECT_H
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